Showing posts with label lighting. Show all posts
Showing posts with label lighting. Show all posts

Saturday, June 25, 2016

Studio Rat bike

Here's a render of the bike I've been working on for a really long time. It's a Blender project aimed at expanding my skills in the program.
I generated this model using Agisoft Photoscan from photographs taken by a colleague in North Carolina. It's a highly modified Yamaha XV 750 Virago. 

I'd noticed the cheeky USD forks but really wanted to know where they came from. Well it appears that they are from a Suzuki GSXR. I don't know much more than that except to say that it must have taken some serious work to replace the entire front end. I wonder how she rides?




Tuesday, September 1, 2015

Sarah & Duck

My daughter is 2 and a half and loves Sarah & Duck... which is a bonus because so do it!! It's fantastic. Sarah is this super cool emo-chick in a hoodie and the duck is.. well, just a duck. I'm working on my Blender skills right now and decided to use this as a test bed for building a very simple character.
This is a fairly rough first draft. Eventually I'll recreate the textures properly and pay some more attention to the materials. Perhaps at some point I will do a lighting study or create a scene for Sarah to have an adventure in... but for now, there's just this

Tuesday, April 21, 2015

Fork design

I was on pinterest the other day and became really inspired by all the amazing utensil design.
Here's my crack at a fancy fork..

Vray DOF recreation

This is a like for like recreation of a shot I found while trawling the internet. I can't find the reference for this so if anyone knows PLEASE let me know and I will credit it.
Post-production depth of field plugins have been round for a while and do a great job in production. That being said, when it comes to refractive and reflective surfaces and materials... well, a normal z-depth pass can't handle it.
Granted there are some obvious differences between the render and the photo but the test achieved what I set out to find out. (how rendered dof reacts for interacting reflective and refractive materials)
  

Leica camera Corona test

This is a test for the newly released Corona renderer. At the time of rendering Corona was still in Alpha testing and I decided to see what it could do. In comparison to other iterative engines that I have trailed I found it extremely straightforward to use. The render times are long compared to a biased rendering system but I think the results are worth the wait.
This image also has some creative post production which was not part of the initial render.



The second shot is a straight render using Corona Alpha.

https://corona-renderer.com/

Friday, April 17, 2015

Aim low, play bass

I started modelling this bass guitar while I was at uni in 2001. After a few re-models I decided to do a lighting study for gloss material properties.
My aim on this was to achieve the finished result using the least amount of direct light as possible, relying predominantly on bounced/reflected light.

Friday, April 10, 2015

slitscan prop rendered result

This is an example of the seamless texture generated by the slitscan technique.
Because the captured texture is so close to the final requirement, the time needed to produce the final piece is minimal. 


Render including DOF in post




















Processed in black and white.. (even though it's CG I still love black and white)






















Processed using a Holga/Lomo style.


Monday, May 12, 2014

VW mk1 Golf GTI

So, long story short. I've always wanted one of these cars. I started to model one while I was at University in 2002. Five remakes later and I finally made some images that I was semi-happy with.

I'd like to do another remodel as I now have a real one in the garage. We have an Artec 3d scanner at work so I suppose I could give scanning a go. That being said, I'd definitely just use the scanned result as a base to retopologise on top of. 

Real Golf

I wish golf






Challenger... the car not the space shuttle

This is a dodge challenger that I built in 3ds max. I really wanted to have a nice car to test out some studio lighting, so I chose this. The interior is poor but the external features seem to stand up to scrutiny.




Rendered with Vray 2.4 and some post in Photoshop.

My approach to the lighting was quite simplistic. The main highlight across the top half of the car is a large source tilted slightly towards the camera. After a tone of test renders to get the position right (the aim was to accentuate the crease in the body) I added the spots for the wheels. to try and bring out the detail in the tires and multi-spokes... man i love classic wheels like that!!

gallery... again

I started a blog a year ago to document my work and some cool stuff that I'd happened upon the way. A few months later the site closed down and it was all gone... Downer!!

So now I'm back and starting a new blog. The aim of the blog is to mainly document my CG and photography work. I may post some influences in and amongst too..