Friday, 9 December 2011

bin demo

final render
in this demo we made a bin and a floor with opacity maps and bump maps. To make the floor i made a plane and added a standard texture with a map on the defuse and a map for the bump to give it colour and make false light to make shadows to give it depth and a false sense of modelling. then i made a cylinder and then deleted the top face and added a standard texture on to it with a map for the defuse and the bump and the opacity map the defuse map adds colour  

partical fire

final render
i decided to make this because i thought it would be a all right thing to have just in case i need it in my street at some point. i took particle effect bliszerd and turned it upside down and then made the particles instance geometry and then upped the life and death of the particle so that it stays in the scene for longer and the right amount of time then i made a sphere and used the noise filter to  add deformation. then i made a standard matiral and used particle age for the defuse channel so that when the particles become a age then go a different colour and turned on self illumination and made the colour red to add a little glow to the image then i made it a little transparent and added a smoke map the the bump map channel and place the texture on the sphere and picked the sphere for the instance gemomaty and hid the original sphere.

mental ray demo

in this demo we made a room with a glow on the window and a light that pass's though and bounces of the walls and casts shadows from the lights to make a half realistic scene. To do this we made a cube and cut 2 holes in it to make a window and then flipped the normals with the normals tool. then we added a skylight so that the whole scene was light up and mr sky portals to direct that light into the window then we made a mr spot light to add rays of light in to the window and a glow on to the sky portals to add a little realism  to the scene. we then added a camera into the inside of the room so that we could get a better render. then we started to add in textures to the scene we started with a arch and design material and added a concrete texture into the diffuse and then added a noise map into the bump channel to add the effect of holes in the concrete. 

final render

concrete texture

glass/diamond mental ray texture

final render
with this texture I wonted to make a solid glass texture that reflects the light so I made a simple object    with many sides so that it showed the reflection of its self in the render then i added a mr spot light from the top down to add some light to the scene and a white plane so that it would cast a shadow i then added a mr omni light and changed the colour of it to give it a easy colour to see reflect in the render. i then took the  arch and design material turned the defuse to 0 and the reflectivity to 1  so that i would have a material that had no colour and was completly reflective i then turned the transparency  to 1 as well so that the light would pass though it.

demo reference image clean up

final render
in this demo we took a reference photo and the took all the lense distortion out of it and then made the house in 3d by adding the image on to a plane and then extuding it out to add depth and shadows to the image first i took the image in photoshop and use the free transform tool to remove the distortion and then i opened up 3ds max so that i could start on the 3d model i made a plane and put the texture on to it then i started to model from the bottom up i made the door and porch first using the bevel and extruded functions and then connected to edges on the side of the plane and extruded it out and scaled it in to make the first small roth then i conected more edges to make the windows and extruded it some more.
reference image

brick texture for street

this is my one of my final brick textures for my street for the red bricks it is made with a image of a brick wall as the defuse to give it the colour of the brick wall and the a displacement map to give it deformation this to make the bricks stand out from the masonry and then a bump map to cast shadows in the right places on the texture


final texture
displacement effect 



displacement map
displacement and bump map this on the displacement channel makes the white go up and the black go down so that the bricks look like they have been modelled on the bump map channel  effects the light to give the impression of shadows so that the image pops and has more realism.
diffuse map 

Thursday, 13 October 2011

reference images for my street

 i will use this make this image in to a good texture for a realistic brick wall i will use this as reference to make the texture that i am making seem more real.
 for this image i will take the brick arch at the top to make a replica of the torri gates in japan but make it in my own style and make the arch into a wodden one and add more of them as a hangging garden from above
 this image i am going to use to make my own grass texture
 this image i was going to use to have places you cant go but there is a image in the background that you can see to add a little bit more depth to the piece.
 i going to use this image as a reference becouse i would like to hide little things around the scene like the man on the building.
 for this image i was going to take the anchor as a texture and sculpt it into a building with mudbox.
this i thought had some great things i could use going on inside of it becouse it is a stone wall with vines wrapping around it i would like to add things like this in to my scene
 this i would allso like to use as a stencil and add in to the scene on a building of sorts
 this i thought could be used as on a pavement instead of the little dots
 i wish to add this stone man into the scene as a guard of sorts
this image i thought would make a nice noise texture so i dont have to use the filters in photoshop.
 this has a nice vine on the stone and stands out nicely and would be nice to use as a stencil in mudbox
 same as above
 this i was going to use to make my own texture of rotten or old wooden planks
 this image is so i dont have to use a photoshop filter to render clouds making it more my own work
 same as above
 same as above
 this image has some nice ornate crowning i thought was nice and if it could fit in i will use it if not it will make a nice stencil for future reference.
a nice usefull image of clouds again.

statement of intent

for my street i am planing on making a street with trees like a american suburb with trees around along a road with houses that look similar ad white picket fences to do this i will use photographic visuals and then model them in to objects for the scene. 

Friday, 30 September 2011

reference photos

today we made a reference photo by taking out all the lens distortion with the skew tool and the took out everything that is in front of the house because it is in the way and is made after the house and you cant see what is behind so i used the spot heal tool to get rid of the lamppost and singes in the way and recreated a repesatation of what is behind is by useing the textures from around the house then i took out a window with the same proscess and the i used a texture i had made to add a brick finish to the building.

 my version
















orignal

Friday, 23 September 2011

3d crate

this lesson we made a crate we started out in max and made a box then we selected all of the polygons and used the inset tool and then changed the by type to polygons then we extrude it by group then made it -1.7 then i went and added a uvw unrap modifier to it and then took the parts you couldn't see the squares in the centrer and scared them in the uv space so that i could see them then i took the edges around the out side of the inside polly and scaled them so they were seen then i saved the uvw map and then rendered it out and opened it in Photoshop so that i could add a texture to the map i then added a wooden plank texture to the crate and then added a splat texture to it for a little fun then i saved it out as a jpeg because the psd wast working inside max then i opened up max and added in the texture to the diffuse channel of the crate to give it the texture.







pictures for reference

I like this image because it is huge and high-resolution and I can take a texture of the tree to make a nice wood texture for a tree or something with bark still on it.
i can use this image this image to get a good image for a stone rendered wall or a noise texture for other things
this image is a good image of a brick wall witch meeds to be cleaned up a little so it looks nice and then use lighting effects to add a little depth to the image.
this is a good image for shadow reference so i know when our are looking up at a window were the shadows should fall on the image to make my work seem more real.
this image I would like to use as a reference image to model the building on because the building is a nice one and it looks old and has a nice windows.
same as above but it has a nice image of clouds i can use for sky replacements or when i have to render a cloud
i took this image because it has a nice mouldy yellow paint at the top of the image.











this image below is a common thing in streets and it is a easy thing to model and has a nice pink line on top witch has a very noisy finish to it.