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Click on a picture to enlarge. MAX files are under text. Gun - A 9mm gun gun + bullets made in 3D max. Has a fairly high poly count, and just rendered looks fairly realistic (wallpaper has a cartoony effect). Made from a reference picture. The model has alot of detail. The handle contains a wood texture and a displacement map. The center is just a fractal noise map. The scene was rendered with V-Ray, and lighting was achieved using a V-Ray light, and a skylight (GI is turned on). Most of the detail on the gun is meshed (excluding the displaced handle). The rendering times are fairly fast, and even faster if you would store the Irridance Map (if you are doing multiple renders). The model was created starting from the very bottom of the gun and building up. Creating a model is MUCH easier when using a reference image.
Bike - A bike I made in 3D Max, not too compilicated to make. I have not yet added brakes (and the cables), but I might add that later. This bike was a competition to a bike my brother made. For lighting I use a Directional light with a skylight (light tracer). The chain uses an IK Spline, thats why it's curved a bit when it corners. The floor uses raytracing to generate a reflection, which is not needed and can be done faster using a mirror thing (don't rember exactly what it's called). The wheel spokes are offset (every other), which makes a bit of a better look (I think anyways =). The skylight gives the scene a clay look, turning up ambient can give an overall lighted look, one problem when a skylight is suppling most of the light is when editing the scene everything is dark, because the skylight only lights in render, so this could be solved by automatically turning up ambient a bit (just in the viewport). Antenna - This is a modeling of a antenna I have, it was on my desk so I modeled it. Here is a picture of the auctual antenna (I didn't take this, it was on some site. It has a shiner middle thing than the one I have.). When I was modeling this my brother Free kept trying to steal it =). It is rendered with a skylight and area shadows from a directional light. The cord was modeled in reactor (Just a renderable spline). Normalize spline is useful for reactor simulations... The texture is auctually quite close to the desk I'm using right now, but less scrached, which is always hard to simulate. For this I was trying to make it more realistic than cartooney. Water - This started as a test but I decided to put it up because it look cool =). This is very easy to make however, all it is a particle system (drawing with metaballs), with collision detection (U Deflector) against a hose (with meshsmooth), rendered with raytracing (material is partly transparent and refracts light). For lighting it is just a directional light (area shadows), and a skylight. I should of have put higher quality droplets (you can see the individual polygons now, quite low resloution). The raytracing is antialised, if you don't do this you get ugly artifacts. Plane - This is a simple plane made in 3Ds Max, the smoke is metaballs. The material has a frensel falloff for opacity and fractal noise as a diffuse color. The engines are instanced so if you edit one they all change. The entire top of the plane had a flame decal. The max file does not include the texture files so you may need to remap the texture. Anyways the needed texture is here. One of the problems is The shadows I used do not support transluncey (just realized that now =), Anyways if you rerender it you may want to change the shadow type (?raytraced?, not sure). Grass - This is a rendering of grass. It's not too realistic (Ok, not at all), but it's just a test. This uses the built in hair and fur rendering of 3Ds Max (8). Here is another rendering with less passes, looks a little bit more like grass, maybe. Making this was VERY easy, there is a plane, the center polygon is the fur emitter, the rest are streached outward. There is a spot (or is it direct?) light over the scene.
Last Updated - November 12, 2006 |
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