3D



 

 3D MODELLING&RENDERING

 

My first tryes on 3d modelling where at that time such a succes, though throw the time past by you realize bit a bit how bad they are or how much better they can be with present knowledge.
My first 3d's where coming from the architectural side because on my superior drafstman studies we were working on Autocad and starting to extrudings things around.
After that, I realized that there were programs such 3DStudio Max or Maya for example , which ones you could even touch they renders because of their realisme on their algorithmical rendering engines such V-Ray or Mental ray... Then I just coudn't stop trying out things, starting importing my 2d *.DWG files and extruding them out in Z axis into 3DStudio Max (max is most used to do architectural stuff than nothing out there).
After understanding a bit the basics, I wanted to try out a more organical 3d modelling and rendering trying it out with Maya and Zbrush.
All 3D programs nowadays seems very powerfull, so it depends on what you are aiming for and choose one of them !
Below you can see some of my 3d renders; some like the fish or the car are from tutorials, the rest are "selfmade", I guess I should say.


InfoArchitecture Modelling&Rendering


Architectural exploration in 3D Studio Max: Day&Night time inside renders ans an exterior shot in daytime.
As a plus I did a section cut as a plus information way to describe intirior and distribution of houses.

That renders also comes from an online certificate of Oscillon school, where I took the online videos to learn how to do a good 3d renders with the tips and tricks that usually are not said, like the fact that proxies are gold like! ;)



Title: Daytime Intirior render
Software used: 3dStudio max 2009 + Vray 1.5 + Photoshop for final color corrections

Title: Nighttime Intirior render
Software used: 3dStudio max 2009 + Vray 1.5 + Photoshop for final color corrections

Title: Daytime Exterior render
Software used: 3dStudio max 2009 + Vray 1.5 + Photoshop for final color corrections

Title: CrossSection render
Software used: 3dStudio max 2009 + Vray 1.5 + Photoshop for final color corrections


Hard Surface Modelling&Rendering

As long as you want to know more and more, you start to take the time to explore tools and techniques in 3d software to achieve diferent results.
 This time I followed a tutorial to build a 3d car, which is at the end textured by aplying ur images as a decals (alpha playing) .These 3 renders of the car are my first car modelling also, so many things seems to be a bit off to me right now like the Ambient Oclussion in some parts like the tires and floor contact place, or the to much plastic loooking of some pices like the tires.


Racing Car modelling 01
Software used: Maya + Mental ray + PS (texture the uv maps there)



Racing Car modelling 02
Software used: Maya + Mental ray + PS (texture the uv maps there)



Title: Racing Car modelling 03
Software used: Maya + Mental ray + PS (texture the uv maps there)


Organic Modelling&Rendering 

Polygon and Sub-D modeling techniques and a production workflow to organic modeling in Maya working and playing around with it to achieve organic looking things.
I learned to play with Final gather and hdri light image based (the car was also done with that hdri lightning technique)


Fishs's study on Lighning, procedural textures, reflections&refractions etc..

The 3 first images:

The background was a bit tilted but as long is not ment to be a backgroung but a light source, it didn't cared me so much if it was tilted or not. because I was just trying to take advvantadge of the best light from this background HDRI image. So, I didn't hided it cause wanted to show where and what  the ligh source is in this image: I managed it to achieve the desired light effect.





A closer look to the fish,trying diferent angles, playing with his eyes, composition, perspective, field of view...

This 2 next renders:

I was trying to look for a mood; It should really looks more blueish than nothing, so, played with changing hdri and temperatures..








In this one I remember playing around changing photon counts and bounces...Changing the HDRI to another one which had a blue factor on it, so the result was blueish which made sense for the subject envirorment, so I felt that was all more integrated as a whole.


In this render I lowered the intense of that blueish and tweaked also the procedural texture on the floor to acomplish more a cartoony envirorment looking.





























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