Tuesday, September 4, 2012

New Site

Hey, I've created a new blog that contains newer stuff and the good work from this one. The new site is less talk and more product. the site is at http://prolix123.blogspot.com/ the new site is all one post, so while it takes a while to load, you dont have to keep pressing "older posts" to see more. Also, all images and video are high res and limited only by the file sizes allowed.

Sunday, August 19, 2012

Forests

These renders were created using Itoo's software called the Forest Pack plugin for 3ds max. Included in the scenes are new max-scripts the comprise of helpers for animation and 3d modeling including a tree generator. Since the forest pack is currently a trial it used point cloud rendering only disabling the use of volume light. This is where the max-script tree generator can be used to create a geometric forest that isn't seen and casts volume light shadows. Also I learned about 3ds max's frame buffer and how it can be used as a sort of photo-shop within 3ds max.

The renders were taken at 1080, as a .png so that the alpha would show through. The upload keeps failing for some reason and I am not rendering overnight into a new format... Ill convert them at some point to jpeg

Wednesday, August 1, 2012

Tron Light Cycles

This crash uses particle effects rather than the newer MassFX. Finally a video, I know that I enjoy making them much more than still images.



Next project, after finishing album artwork will be my rendition of a slightly modernized "Princess Mononoke". Don't let the name fool you.

Sunday, June 10, 2012

Learning Satni Sitni sofware

Software includes FumeFX, Dreamscape, and Afterburn. these focus on atmospherics, landscape, and fluid effects.(in reverse order) Unlike maya, 3ds max comes with weak dynamics systems and hard to use particle effects. these plugins are needed in order to make a quality product involving dynamics such as fire, or water, or mountain scapes.




Powersuit project

I learned A LOT throughout this project. I learned to mesh edit, manipulate volume lighting effectively depth of field utilization, how to rig characters, and how to mix textures with an underlying material. UV mapping is becoming easier, and i've learned how to use vray completely.  



The white table is there so that text can be added later on more easily

This is a wireframe view of the model, showing its complexity. each line is a mesh edge, and where they meet forms a vertex. these can be deformed or edited to get the desired shape. these subdivisions also play an important role in uv texture mapping because they help assign where the texture is applied and how the texture is warped to fit the 3d object. with bad uv mapping, the texture will look stretched or pinched. 

Friday, May 25, 2012

Skyrim Project

I've been working on this for the last two weeks. not so much on the models as the rendering techniques. Being new to Vray, i had to learn how to manipulate the raytracer. I also played with lens effects. The next part of the project is to figure out depth of field. It is very tricky with the models im using. This image depicts two or three popular mods of Skyrim. Im really happy with it. I would think about watermarking my new work, however, so few people see this i find it unnecessary. This is intellectual property of Bethesda Softworks anyway.