Posts mit dem Label matthias käsch werden angezeigt. Alle Posts anzeigen
Posts mit dem Label matthias käsch werden angezeigt. Alle Posts anzeigen
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
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, 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.
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.
Montag, 11. Juli 2011
Duesenberg SJ Speedster Weymann - Blockout Part 2
Continued the work....
realtime with wireframe, and mental ray rendered again. Many strange areas which have to be overworked, exhaust are like in real on the left side only now.
Currently I´m working on the details.
Turbosmooth will be collapsed afterwards, followed by optimizing my mesh.
realtime with wireframe, and mental ray rendered again. Many strange areas which have to be overworked, exhaust are like in real on the left side only now.
Currently I´m working on the details.
Turbosmooth will be collapsed afterwards, followed by optimizing my mesh.
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....!!
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.
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