Don't know why I wasted much time with mental ray rendering, while 3dsMax 2014 comes along with a very beautiful viewport shading, so as I said is softened my edges and create another shot of my sight.
Posts mit dem Label 3ds Max werden angezeigt. Alle Posts anzeigen
Posts mit dem Label 3ds Max werden angezeigt. Alle Posts anzeigen
Mittwoch, 15. Januar 2014
Montag, 13. Januar 2014
Compound Bow - Highpoly - Part 1
So here is my current project, a compound-bow (Hoyt Ruckus). Not everything is finished yet, have to soften many of my edges, some smoothing issues also, and some parts aren't even finish with modeling.
Anyway, I'm quite confident with my progress, most difficult shapes I've modeled so far. Already learned a few things about meshflow and highpoly modelling.
So here're the pic's:
Anyway, I'm quite confident with my progress, most difficult shapes I've modeled so far. Already learned a few things about meshflow and highpoly modelling.
So here're the pic's:
Labels:
3D,
3ds Max,
CG,
compound bow,
fuse,
Highpoly,
hoyt,
interceptor,
Mental Ray,
mkaesch,
mkäsch,
PSE,
Render,
ruckus,
supra idler cam,
Weapons,
WIP
Samstag, 12. Mai 2012
Samstag, 7. April 2012
Steampunk R2 D2 - Lowpoly + Normal
My current project:
I've seen some photos of a steampunked R2D2 on 9gag and later on devianart, so I've decided to do that as a CG model in case that the refs are realistic models.
This is what happens so far, some little details are missing, some parts need to be rebaked. Something around 10000 Tris (damn cylindrical shapes) and a 2k texture.
Prsented with 3dsMax using Xoliulshader 1.6
I've seen some photos of a steampunked R2D2 on 9gag and later on devianart, so I've decided to do that as a CG model in case that the refs are realistic models.
This is what happens so far, some little details are missing, some parts need to be rebaked. Something around 10000 Tris (damn cylindrical shapes) and a 2k texture.
Prsented with 3dsMax using Xoliulshader 1.6
Sonntag, 29. Januar 2012
Duesenberg - Engine WIP
Started to work on the engine. just some little parts here to get an idea of the main construciton and some reference points.
Samstag, 28. Januar 2012
Montag, 28. November 2011
NYX - Mansion Normal Bake (WIP)
The baked lowpoly of the "nyxt" asset^^ the mansion, complete level geometrie, 94.000 Tris, 2*2048 Normal map, one 1024 tileable for the floors will follow.
Renderings of the highpoly also...if I got some time left (take a look @ last image)
The Highpoly oO...nearly 170.000.000 Polys...still in love with 3dsMax harhar :D
Renderings of the highpoly also...if I got some time left (take a look @ last image)
The Highpoly oO...nearly 170.000.000 Polys...still in love with 3dsMax harhar :D
Dienstag, 25. Oktober 2011
NYX - Chimney - Highpoly
Montag, 5. September 2011
SciFi Floor - Mental Ray testings
The rendered images for my examination. Thats all about mental ray, I´ll finish this one in realtime.
Dont ask for my textures, time was running out, so I´d have to throw some colors and basic noise on it an go for it. Still hating the combination of specular map + mental ray >.<
Dont ask for my textures, time was running out, so I´d have to throw some colors and basic noise on it an go for it. Still hating the combination of specular map + mental ray >.<
Freitag, 26. August 2011
Science Fiction floor - Modular modeling
WIP of my 3D Modeling Examination. I have to build a SciFi floor with modular pieces, 75.000 Tris & 3 Textures Packs (Diff, Spec, Norm, Glow, etc) with a size of 2048 pixes are allowed. The usage of realtime shaders isnt asked, will be (mental ray) rendered at the end.
![]() |
| Final blockout. Tricount is 38.238 at the moment, so I´ve many space for additonal modules, the length, maybe an opened door etc. |
![]() |
| The highpoly. Not sure about any single detail, some meshes are still lowpoly´s |
![]() |
| Another version of my wall module. Got to add a frame for the vent. |
![]() |
| Close up of my door. |
Dienstag, 2. August 2011
Duesenberg SJ Speedster Weymann - Final Highpoly
Finished the HP of my Duesenberg. Got to complete the interior parts and afterwards some close up renderers & wires will follow. Also heading for the engine and of cos the game-mesh.
![]() |
| Mental Ray reflection test of my final highpoly :D Smoothed 2 times |
![]() |
| Mental Ray reflection test of my final highpoly :D Smoothed 2 times |
![]() |
| the wires..reduced turbo-smooth iterations to 1 for better cognizability. |
Mittwoch, 13. Juli 2011
Planetcracker - Baked Lowpoly/Texturing
Baked the lowpoly! Two textures packs with normal/spec/diff/glow, some parts still need to be (re)baked. Just throw a basic material and some colors on it. Now its NDO time, creating more surface detail like on top of the "arm" in second picture.
Pics are made with Xoliulshader, 3ds Max.
Pics are made with Xoliulshader, 3ds Max.
Sonntag, 3. Juli 2011
Duesenberg SJ Speedster Weymann - Blockout
I´ve visited a vehicle-modeling workshop, choosing a Duesenberg SJ Speedster Weymann, Fishtail edition from 1933. Getting the main shapes and playing around with proportions. Very very early WIP pics rendered with mentalRay:
Samstag, 2. Juli 2011
Planetcracker - Highpoly - Part 2
Montag, 27. Juni 2011
Planetcracker - Highpoly - Part 1
Continued the work, started first the first highpoly parts.
Trusses are no simple boxes with tileable alpha-textures.
Trusses are no simple boxes with tileable alpha-textures.
Donnerstag, 23. Juni 2011
Planetcracker - Blockout
Have to stop the work on my pipe-construction, cause project work is calling. So lets get started with the Planetcracker, an experimental, more than huge, mining-laser which was constructed to harvest whole planets.
Rendered blockout with first details in it.
Mental ray wuhuuu....!!
Rendered blockout with first details in it.
Mental ray wuhuuu....!!
Abonnieren
Posts (Atom)



















































