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 WIP werden angezeigt. Alle Posts anzeigen
Posts mit dem Label WIP 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
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.
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| Final blockout. Tricount is 38.238 at the moment, so I´ve many space for additonal modules, the length, maybe an opened door etc. |
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| The highpoly. Not sure about any single detail, some meshes are still lowpoly´s |
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| Another version of my wall module. Got to add a frame for the vent. |
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| Close up of my door. |
Montag, 25. Juli 2011
Rendering: Duesenberg
I had to have some final renderings of my wip-car for school, so here they are. Exhaust pipe, exterior mirror, hand gear for handbreake, and some mini-minor-noOneWouldRecognize-details are missing.
Wires will follow when I´ve completed the whole car.
Of coz mental ray rendered.
Wires will follow when I´ve completed the whole car.
Of coz mental ray rendered.
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:
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....!!
Samstag, 18. Juni 2011
Industrial Design - Texture WIP
Got some textures in my industry scene now. Some of them are just quick&dirty (esp. pipes) to get an idea of the final appearance. Got some lighting errors in my rendering, but I´m going to bring this into UDK so it doesnt matter :p
Screens are rendered with mental ray in 3dsMax.
Screens are rendered with mental ray in 3dsMax.
Donnerstag, 9. Juni 2011
Working on my texturing Skills - Part 3
The end is close....20 hours left until contest is over. Some little amount of work in all maps is left (scratches, used-effects, normals for theese etc.)
Glossines is still missing but it will be realy easy to create by reusing the existing maps. Map sizes are 2048*2048 Px.
Reflection and Glossines will be reduced to 1024ers later.
Presented with Xoliulshader:
Glossines is still missing but it will be realy easy to create by reusing the existing maps. Map sizes are 2048*2048 Px.
Reflection and Glossines will be reduced to 1024ers later.
Presented with Xoliulshader:
Samstag, 4. Juni 2011
Working on my texturing Skills - Part 2
Found a texturing contest on Game-Artist.net with a realy nice model to texture, so I´ve decided to take the time, improving my skills and getting some nice results. And its also a realy big fun doing this.
The model, Unwrap, Normal- & AO-Bake was done by Jeroen Groen, only diffuse and any additonal details for normal and specular are my work.
The model, Unwrap, Normal- & AO-Bake was done by Jeroen Groen, only diffuse and any additonal details for normal and specular are my work.
Donnerstag, 2. Juni 2011
Industrial Design - Blockout Part 3
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