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Testicular Catastrophe

3D Renderings and WIP Thread

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YAH, FIRST UNTITLED THREAD OF 2009 :p

 

Well the amazing render thread exploded, and most of my renders couldn't be called amazing anyway, so I'm starting this for anyone (which AFAIK is me and casek) to post their 3D computer graphics and works in progress, whatever.

 

 

 

Random stuff:

 

sculp333.jpg

 

 

maxwell_material.png

 

 

 

My little pony shitting a rainbow body material test render:

 

mlp_body.png

 

 

Final scene:

 

mylittlepony.jpg

 

 

 

 

Friend needed a picture of broken fishbowls for the flyer background of a closing party at a venue called "The Fishbowl" so this happened:

 

fishbowls_t.jpg

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hey those are pretty cool, what program are you using.. for water try maya fluids, they've improved with '09 version.

I like the lighting in the first one, but it looks like you're not using bump maps.. or maybe the settings are too low..

 

3504290741_0531af6435_o.jpg

turd worm made in a few hours for fun and practice..

 

3504287387_22a00a63d9_o.jpg

playing around with caustics.. 15 minutes render time.. i know i fucked something up in the settings..

 

2663416090_3a5d8f3647_o.jpg

posted this a while back in a zbrush thread but didnt use zbrush so might as well drop it here..one of my demo reel assets..

 

3059089248_268331bc67_o.jpg

one of the many wip scenes.. i really gotta get on this.. tribute piece for a fallen crew member.. ao pass..

 

3505098624_18900ba870_o.jpg

Ha!

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Those are dope, that morgue render... I don't think I could have told that was a render if it wasn't labeled.

 

I'm using 3D Studio Max 2010 and rendering everything in Mental Ray... except that material test object which was Maxwell render...

 

I've just been doing this for fun since I was in high school and the first version of Max came out. Probably going to install Houdini tonight and see if I can figure anything out, I tried it a long time ago and it seemed ridiculously complicated.

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that's cool.. i dont know much about 3dsm even though I should get into it since it's an industry standard. it just seems like it takes longer to model with it.. plus if anything i should get into Blender since its a free software and still powerful..

 

u seem to know what you're doing tho. keep it up and post..

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Not yet, I'm still getting the hang of mental ray shaders. Is it good? The examples on their webpage look really nice but so did Maxwell until I discovered how insanely long the renders take. I still have 2009 installed so I guess I'll just download the free version and find out.

 

The past couple of nights I've been learning Maxscript and messing around writing script based plugins... I'm going to try to learn the SDK after I get VS 2008 installed.

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workin on a robot thing.. here's the head..

3527633085_a3e4020e7c_o.jpg

 

and this is freaky.. i like it but have no idea why did it render out this way.. maybe anyone here would know.. maya mentalray:

3528446256_c2e45f1bed_o.jpg

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Just downloaded that, casek:

I installed ZBrush the other day because I kind of suck at NURBS modeling still and box modeling never seemed to cut it for faces the way I've been doing it... seems to simplify things a lot. I'll play with it tonight and see if I can make anything silly out of it.

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and this is freaky.. i like it but have no idea why did it render out this way.. maybe anyone here would know.. maya mentalray:

 

 

I don't know how mental ray handles things in Maya but it looks like what would happen in Max if a contour or cartoon shader or pass was rendered and solid fills were not... I think Max has a checkbox somewhere in the mental ray settings that flips this mode on and off so it might be something similar.

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yea looks like a toonshader without fill.. but what about the gridlines tho.. ha.. its no biggie i have a save file before i started renders so its cool..

another thing.. u see in the first picture the blotches and shit? looks like circular smoke or whatever.. well thats all final gather.. i dont have env fog in the scene, was wondering if u know how to get rid of those disco balls and make the render studio clean and crispy..

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Turn down the final gather radius and increase the number of samples... in the newer versions of mental ray the render time doesn't really go up horribly, but you'll have to play with it. They dumbed it down in max and added quality sliders that change a whole bunch of settings at once but I think that's the general idea. Also I dunno if you modeled the scene with real world dimensions but it seems to work every time if you measure everything in meters and use photometric lights at the right intensities... again, no idea in Maya.

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I got a chance to use a 3d printer so I printed this out

 

3571224998_487b162ea6_b.jpg

 

Not exactly a rendering but whatever

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that 3d printer is pretty dope, i'd like to try that out.

Testicular I think if you changed the font and add some dirt and spec maps, and also turned down the lighting a bit you'd have a nice piece there, btw the silhouette of a dancer looks like it's floating (not sure if you were goin for that).

Daddy I'm not a big fan of black backgrounds but the lighting in the first one looks cool, do you have any recent work? as far as this thread being dead, i disagree.. it's barely breathin but that's only because there aren't many 3d artists on 12oz. I guess this thread is for showcasing of wip/final images and askin for critique. Developing patience would help as well..

 

3613127387_d4e027f331_o.jpg

frame from a test glow animation...

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Yeah I agree... What I was trying for were light beams coming through the logo (which is actually cut out from the metal textured cube). Mental ray seems to handle volume light differently than the standard max renderer, so if you look at the edges the actual cast beams are gray. I might be accidentally having them cast shadows with the other light in the scene. In any case I'm probably going to ditch the volume light and use a back glow instead. I also need to replace that red material (metallic paint A&D) with something else entirely, it's too reflective to the point that it looks transparent. I'll do this in the future if the guy with the logo actually cares about a 3D version. Unfortunately the font was their idea but I may try some different ones anyway, the current one in that picture is just a spline trace of the version they provided me.

 

This was the base file I worked from:

haremlogo.jpg

 

 

 

 

Now, on to what I'm having fun with right now, I'd appreciate critique on the lighting on this one.

 

tentacle.png

 

The room will get trim and some furnishing with a child running out a side door from the tentacled monstrosity bursting through the floor. I have one tentacle in right now so I could see what the floor will look like broken up a bit. I went a different route modeling this one and created the floor tiles as an array so I can do whatever I want with them easily. The light is all from skylight and reflected final gather rays.

 

I think it looks fairly realistic for what the scene will be but I'm more concerned about the horrid aliasing in the windows which still shows up even at the highest antialiasing quality (I think min 4 max 64 samples) in MR. Should I worry too much about it or just antialias that area in Photoshop later?

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this thread is DEAD. no discussion or group goal. NADA

 

You didn't really ask for discussion, but to me those are pretty busy. Slightly more clearly defined object edges and different camera angles might work wonders. It looks like rap letters but I can't tell what's going on enough.

 

 

Although
: Speaking of a group goal, would anybody be interested in getting together on a short animation project? Nothing serious, maybe like a 30-60 second thing that we could combine skills on. I use Max and some of you use Maya but we could collaborate on the objects at least... I'm not very good at animation anyway. How about it?

 

As for me I need to start working on making my stuff look less sterile, but I always have trouble with using dirt maps without making them look like overkill. If anybody has any pointers I'd like to hear them.

 

Max 2010 has a normal based dirt map renderer built in but it seems to crap out on objects with complicated mapping... will play with some stuff today and see what I can come up with.

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