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