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’72 Chevelle Model WIP
Hey, been working on this ’72 Chevrolet Chevelle Super Sport in bits and pieces as I find free time. Just realized I haven’t posted anything on the blog so I will now do a Chevelle WIP dump right here. Now. Boom. There it is. Working on the interior now, and planning to put together something fun once I get the time really dig into the animation / VFX end of the project. Also there are a couple videos: Test Animation +…
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Take the Guesswork out of IES Lights
Using IES photometric data in 3D applications like 3D Studio Max is a must for any architectural visualization artist. Aside from saving time and the accuracy that comes from using lighting data based on the actual fixtures in your lighting plan, it just looks better! Even when specific fixtures are an unknown I would recommend using IES data with your photometric or VRay IES lights depending on what engine you’re using. I should also mention Maxwell supports IES data.
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Our "Balsa" House Render Appears in the Maxwell Render Siggraph 2011 Showreel!
Look for it around 1:20 (short but a great honor!) I was just informed that my “Balsa” House architectural visualization which took 1st place in the Maxwell Render challenge at ronenbekerman.com makes a brief appearance in the Maxwell Render Siggraph 2011 showreel! I also received an email from the Maxwell folks asking if they could put the Photofly Garden Angel animation I rendered with Maxwell up on their showcase gallery! Very exciting! Here’s some of the architectural renders from the…
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First Look at Using Autodesk Photofly for Visual Effects
After having created a number of models with Photofly 2.0 I thought it appropriate to start looking at various real-world applications for Photofly. A few jump to mind like game asset creation, architectural visualization, historical preservation, forensics and so on. But I think the really fun one is Visual Effects so I thought I’d start there. Little variable focal depth demo using a depth matte created with Autodesk Photofly and 3D Studio Max In a traditional visual effects work-flow your…
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Evermotion’s NOX Renderer – First Impressions
Just this week Evermotion released a FREE Beta of their unbiased render engine NOX available for download HERE. The NOX gallery shows some pretty impressive renders so it peaked my interest and I thought I would give it a try. Also being a Maxwell user I am always interested to see how others handle unbiased rendering, materials, postwork etc. This post is more about first impressions than a real in depth comparison. I do a bit of that but honestly…
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Maxwell Challenge Win!
It was an honor to learn my balsa model renders took 1st place in the NGA House Maxwell Render visualization challenge held over at my favorite Architectural visualization blog/forum, ronenbekerman.com The brief was simple: In this mini challenge you are being asked to submit 3d exterior visuals of the NGA House using the 3d model provided to you. You cannot change the house model but you can add to it and the environment is totally up to you and your…
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Taking Maxwell’s New Interactive Preview Render Engine "Fire" for a spin.
So, this past Monday Next Limit released Maxwell 2.5 which, just as every Maxwell user had hoped, included “Fire”. Fire is the new integrated interactive preview render engine fully capable of all the features within Maxwell which is built to conveniently run within your host 3D application via plug-ins or withing Maxwell Studio itself. Since the first sneak peek video of Fire showed up online just before SIGRAPH this year, all us Maxwell users have been itching to get our…
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My Car is now in the cloud!
Here is a quick test I did using Autodesk Photo Fly and my car. I took about 18 images of the car as I walked around from a roughly consistent distance. I then uploaded the images to the Photo Fly cloud computing service. When it was done computing it e-mailed my a link to download the finished “Photo Scene” which I then opened up in Autodesk Photo Scene Editor as you see in the video. I then export a .FBX…
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Who Sparta’d on my Head?
Had a little fun creating this Spartanesque head gear as a contribution for Team Fortress 2. Created these couple render’s with Mental Ray for the submission process. Had to keep the hat poly count below 800 which was a challenge an the entire helmet texture is 512×512. I guess that makes it my first “Game” model. If this one goes through I will definitely do more, it was a lot of fun! Here’s the hat by itself.
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