Posts mit dem Label mkaesch werden angezeigt. Alle Posts anzeigen
Posts mit dem Label mkaesch werden angezeigt. Alle Posts anzeigen

Mittwoch, 15. Januar 2014

Compound Bow - Highpoly - Part 2


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.


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:





Samstag, 12. Mai 2012

R2 D2 - AO Bake


I was in the need of a place to upload this image, so I've chosen my blog. Just the baked AO in the diffuse channel.

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



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.


Bolds are dummy objects (just beveled out some polys). Will be replaced by 6 sided screws.


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



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 >.<




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.


Different versions of it, body-paint, exhaust, rims, bumbers, front window, roof, front lights and some other parts are alterable.
Working on the dashboard and some additional interior parts. Also have to sculpt the roof in Mudbox.

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.





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.

 




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.