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Detalles del Arma tipo Steampunk con texturas y materiales, combinación de metales, madera, cristales y gemas (esmeraldas).
Modelado en Rhino (A partir de tutoriales).
Renderizado en Keyshot 4.4.
Gemas y accesorios creadas en Techgems for Rhino.
Proyecto Personal.
2014
Deirdre, the arch nemesis of all Tomorrow Girl Agents, broods alone. Preview the comic and offer suggestions, comments, critical acclaim at www.tomorrowsgirls.wordpress.com .
Ship's Engineer, Sandy takes her best shot in this promo image from "Tomorrow's Girls" our developing comic. Learn more about Sandy, and her fellow shipmates at the preview site: www.tomorrowsgirls.wordpress.com .
This is actually more a study of the new product from Powerage, they call "crowd generator." It allows me to insert 2D images of people into the backgrounds, but in 3D space so that the distant crowdmember, is distant, and the close one is close. GREAT product, available at www.renderosity.com.
Preview the comic at www.tomorrowsgirls.wordpress.com
Sea Spider - a venomous rahi that can shrink and paralyze its prey.
Built and rendered this 2005 LEGO BIONICLE Combiner model in Bricklink Studio
Wiki Link
@ Long Nguyen & Thu Nguyen
Architecture - Interior Design & 3D Visualization
0979 962 864, Ho Chi Minh City
advlongnguyen@gmail.com
we provides various 3d render models at hi-tech cadd services. If you have any queries, please send us your needs at info@hitechcaddservices.com
Courtney is Lassiter's driver and bodyguard. Skilled in hand-to-hand / martial arts, projectile and blade weapons. And she can parallel park the stretch limo too.
Architect : Le Corbusier
Year : 1931
Location : Poissy, France (48°55'28.0"N 2°01'42.0"E)
Modeling : SketchUp
Rendering : Lumion 9
Post-Processing : Lightroom
3D Visualizer : Dreambox Design Studio
(Model from 3D Warehouse : Robert KOR)
Guy, Bridget and Courtney corner the ET in this frame from "Tomorrow's Girls," our developing comic. Learn more about them, and their fellow agents at www.tomorrowsgirls.wordpress.com .
You want a partner who cares about details, gets your style, your pace, and your vision.
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Computational Design-Architecture-Photography-Art-
urban -panorama-city-abstract colors - light
Work by Rebal Jaber
Sneaky Rahi from Metru Nui!
Made this 2004 LEGO BIONICLE combiner model in Bricklink Studio.
Wiki Link:
Modeling : 3ds Max
Rendering : Lumion 9
Post-processing : Lightroom
3D Visualizer : Dreambox Design Studio
Model from Long Hoang
@ Long Nguyen & Thu Nguyen
Architecture - Interior Design & 3D Visualization
0979 962 864, Ho Chi Minh City
advlongnguyen@gmail.com
Rod stalks Kristin on the roof in this frame from "Tomorrow's Girls," our developing comic.
Learn more about Rod, Kristin, and the Tomorrow Girls at the preview site, www.tomorrowsgirls.wordpress.com .
Here is yet another awesome photo-realistic 3D rendering we just finished working on for our partner VisionX Creative in California!
3D render of a wooden table looking out to a defocussed room interior with sun shining in the window
Inga (left) and Bix (right) motor across San Francisco Bay in this frame from "Tomorrow's Girls," our developing comic.
Learn more about Bix, Inga, and the comic at our preview site, www.tomorrowsgirls.wordpress.com
Here is my Lighting and Texture Demo Reel for early 2012.
The first two shots are Neon and Chrome known by anyone who is familiar with Jeremy Birn's Lighting Challenges hosted by 3drender.com.
I chose to make the garage derelict and rundown for the fun of griming up surfaces. I always like the look of a good rusty tractor, car or burnt out window. The aim was to be convincing and for everything to work in unity together.
The opening shot uses distinct, visible light motivations which was a lot of fun to think about and work with. I love it when a light gets to really play on a surface artificial lights
the Second is a late afternoon in dumps-ville. Basically I am trying to evoke a sense of dry, vacant and forgotten. so, the drama is supposed to be in the bleakness, the subdued saturation and emphasized by the grit and grime.
The third scene, Mad Science is also a model from 3drender.com. The challenge for me was to create a sense of it being set in a basement and with an air of curiosity. My Grandfather used to have a workshop/tool room in his basement. Not so much like this one but it used to give me a certain feeling that I tried to evoke with this piece. I wanted to have the light fall across the work bench as though from a bare, incandescent bulb, like in an old cellar or basement.
The final piece, was an experiment in style.
The fundamental difference between the kitchen and the other scenes is it uses only mia materials, and a great deal of the colour information is actually in the Ambient Occlusion passes. I wanted to have a soft atmosphere (even light?) and simple clay smoothed surfaces work for that. I strong key light from the sun through the window with some bouncers around the room lets the materials play pretty openly.
It was an experiment with a neat result!
I ended the demo on a still image of the same scene lit 'at night' from a street lamp or other sodium/orange bulb. I never rendered an animated pass of it but I thought it was a nice note to end on.
I created the last piece while studying at Seneca College's 3D Animation Certification program. I should thank Rowan Simpson for showing me a great trick with the counter top reflective surface, as well as Mark Shmidt for the help. Also my class mates were all big help and inspiration, so big ups! I'll link to their demos when I can find em!