Wednesday, July 22, 2009

Toy Desert Eagle Pistol

HQ Drift battle finish

I finished a while ago but now before going to sleep I thought if you upload it or not and say, boh, come to, is rendered in 3 passes in 3DS Max + Vray (mountains, soil) asphalt, guardrail and the two cars, all with their capes of reflection, specular, shadows, ambient occlusion ... layers and "special" to get alphas, like the mountain just below or without the headlights, and partly from other render passes to get volumetric lights or the streak of light separately, like the map to make a dof zdepth with dofpro Photoshop.
Asin, that, in theory it is well and the demo reel and I would put the composition with the layers above as well.


Tuesday, July 21, 2009

Dutches Vs Blunt Wraps

wip drift hq

so this being the thing, postpro, come on, the beast is postpro in lq and there are lots of different layers to assist in the shadows, lights ... part I had to develop special coatings to enhance their own piece rendering some areas of the image, and basically took me both to 1080 that because I was unable to remove, was pulled and petar render the max, so that the end is at 1280x720, rendering parts and parts that did not look for hidden or deleted could be finalized, which such as the mountain is to displace or anything sack and occupy about 2 million cops and it was the only way that the light was right above it and there was the hullabaloo Stipica of displace / normal part of being in the foreground.

Finally, it is late and that, needless to add motion blur to the road, make a field blur, and make color corrections still not made any tinting and make over to give him something more than good atmosphere, so nothing, to not know when because I guess will finish it tomorrow, but then as I am busy setting up things at the laptop and looking for possible exercises ahcerlos on vacation and keep the piston from the demo reel.

So I guess that this remain so until the end of August, if not I decide to upload the final image at 720 before

8-)

Wednesday, July 15, 2009

Pbase Kates Playground

Drift lowq finish

not really going to be so well, but it is just a test 504 to see where you throw then the image resolution to 1920 and if I could do pretty much everything as I wanted, now, here's the motion blur in photoshop when I go to play it by direct 3D and stuff to part I was missing a layer in order to make good the burning of the headlights, but then when they had brought out big in little easier. So nothing to see if the renders (which have to be hell looks uber quality) leave on time or I have to go on vacation for the middle 8-)

Come on, for example here the shadows are wrong and it gives the feeling of being put up blow, but I had already set and renders drawn, as was only to test for nothing, I do not care enough to tug again render even this out very quickly.

Wednesday, July 8, 2009

Response Card Wording With Dietray Needs

ao

As expected it has become chaos and Anarkia all in, I lost a couple of days trying to learn is to use particle to the smoke from the wheels, until I gave up on seeing it was too hard, I mean, I stayed like clouds and such, and some gray, and in theory the wheel so to burn fine without doing burnouts tire so petar capita is only a black and white fine already, so it will be easier in photoshop I suppose, but my main idea was to do it live.

Then there is the light that I lost everything today testing the lighting, testing say it is a hullabaloo, reflecting fucking car, you put a fucking light and burn the car body when these thoughtful, and pam, for every light that you put hullabaloo in calibararla, along with a scene that is heavy in itself and the modeling and such, for endless Pronatura hours for little or nothing.

I still have a lighting too flat for my taste, but to be night in the beginning, it has to be all ilu very subtle so it is not too clear, boh, a mess, because part of the bodywork also are crystals that reflect how they want, because they put a spot to score more in the shadow of the car as general support, and boom, right behind the glass gets burned and you have to move the light a bit and lower your intensity and this and that, together with crystals of the headlights, which ale, a couple of lights for each, one for light and shadows of things, and another to illuminate the glass without lights is no more and burned.

And all this is compounded by having to make the tire burning on the asphalt, that if, a priori would be easy, the problem is that all the asphalt is procedural, with a thousand layers of smoke and bumps, and layers within layers dirt to the sides ... so it's quite touching mess now.

A part of it also touches ferrari shader to do something more reflective and to burn a little less light to drop you off, but so far only ambient occlusion fails to make it look like walking far, there are also stones that I think there was actu last.