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Ares E1 Gaming keyboard rendering; USB cord.

Ares E1 Gaming keyboard. A faithful replica.

 

I was not sponsored or paid in any way to create this, I just love the design of this version of the IBUYPOWER Ares gaming keyboards, and decided to recreate it digitally. The aesthetic is very similar to my own dark futuristic techno style that I seek in all areas of life, from keyboards, to vehicles, to top secret billion-dollar elite war fortresses hidden in plain sight out in the inhospitable desolate wasteland...

 

All assets used in this scene were created by me. I modeled it mainly in Autodesk Maya, however I used Zbrush for remeshing and UVs of some components. The PBR textures used are my own work as well. I made them by scanning some plastic surfaces I had at my disposal, which I then cleaned up in Gimp before extracting all necessary PBR maps from it.

 

Final scene rendered with Arnold.

 

I’d say it turned out rather well.

 

The Charred Council fan recreation.

 

Sculpted with Zbrush, scene built using Maya, rendered in Arnold.

 

All assets are my creations.

 

The Charred Council fan recreation.

 

Sculpted with Zbrush, scene built using Maya, rendered in Arnold.

 

All assets are my creations.

 

Ares L1 gaming keyboard rendering. Crimson Beams version.

 

A fictional custom blend between the E1 and M1. My ideal Leviathan keyboard design.

 

Software used: Maya, Arnold, Zbrush and Gimp.

 

All assets are mine, everything from 3D models to PBR textures were built from nothing by me.

 

Ares L1 gaming keyboard rendering. Crimson Beams version.

 

A fictional custom blend between the E1 and M1. My ideal Leviathan keyboard design.

 

Software used: Maya, Arnold, Zbrush and Gimp.

 

All assets are mine, everything from 3D models to PBR textures were built from nothing by me.

 

Ares L1 gaming keyboard rendering. Crimson Beams version.

 

A fictional custom blend between the E1 and M1. My ideal Leviathan keyboard design.

 

Software used: Maya, Arnold, Zbrush and Gimp.

 

All assets are mine, everything from 3D models to PBR textures were built from nothing by me.

 

Ares L1 gaming keyboard rendering. Crimson Beams version.

 

A fictional custom blend between the E1 and M1. My ideal Leviathan keyboard design.

 

Software used: Maya, Arnold, Zbrush and Gimp.

 

All assets are mine, everything from 3D models to PBR textures were built from nothing by me.

 

Ares L1 gaming keyboard rendering. Crimson Beams version.

 

A fictional custom blend between the E1 and M1. My ideal Leviathan keyboard design.

 

Software used: Maya, Arnold, Zbrush and Gimp.

 

All assets are mine, everything from 3D models to PBR textures were built from nothing by me.

 

The Charred Council fan recreation.

 

Sculpted with Zbrush, scene built using Maya, rendered in Arnold.

 

All assets are my creations.

 

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

3D model and rendering based off the barbed wire bat that I crafted in real life several years ago.

  

Modeled in Maya and rendered in Arnold.

Red variant of the golden coins rendering.

   

Scene created in Maya, rendered in Arnold.

A rendering of rough glass illuminated by bright glowing lights from behind.

  

Scene constructed in Maya and rendered in Arnold.

A rendering of rough glass illuminated by bright glowing lights from behind.

  

Scene constructed in Maya and rendered in Arnold.

A rendering of rough glass illuminated by bright glowing lights from behind.

  

Scene constructed in Maya and rendered in Arnold.

A rendering of rough glass illuminated by bright glowing lights from behind.

  

Scene constructed in Maya and rendered in Arnold.

A rendering of rough glass illuminated by bright glowing lights from behind.

  

Scene constructed in Maya and rendered in Arnold.

A rendering of rough glass illuminated by bright glowing lights from behind.

  

Scene constructed in Maya and rendered in Arnold.

Tinted glass version of the same vase models as before.

 

I used Autodesk Maya and Arnold for the final renders.

 

All assets were constructed by me.

Based off a neat vase you may find at a local thrift store if you're lucky, this CGI glass sculpture was an arduous exercise in rendering refractive reflective materials on low-end hardware. This simple 3D scene was much more difficult to get right than I initially thought. It required months of adjustments and re-rendering. Though the results are satisfactory for now I think.

   

I used Autodesk Maya and Arnold for the final renders.

   

All assets were constructed by me.

A different take on the same colored glass vase, that entirely from memory, I based the design of the earlier renderings on. Has fewer petals on the top and the glass shader is slightly different. I’m not sure yet which one I prefer more. It is probably this design, but there are also elements of the original that I like better too.

 

I used Autodesk Maya and Arnold for the final renders.

 

All assets were constructed by me.

Interesting variation of the colored glass vase rendering. I gave it a little twist.

   

I used Autodesk Maya and Arnold for the final renders.

   

All assets were constructed by me.

And finally, the last of the variations. Version two of the glass vase model but with a soft and pleasant twisting pattern applied to the object.

 

I used Autodesk Maya and Arnold for the final renders.

 

All assets were constructed by me.

Based off a neat vase you may find at a local thrift store if you're lucky, this CGI glass sculpture was an arduous exercise in rendering refractive reflective materials on low-end hardware. This simple 3D scene was much more difficult to get right than I initially thought. It required months of adjustments and re-rendering. Though the results are satisfactory for now I think.

   

I used Autodesk Maya and Arnold for the final renders.

   

All assets were constructed by me.

Interesting variation of the colored glass vase rendering. I gave it a little twist.

   

I used Autodesk Maya and Arnold for the final renders.

   

All assets were constructed by me.

Silver version of the gold coins rendering.

  

Scene created in Maya, rendered in Arnold.

Large forest showcase rendering.

 

Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.

Large forest showcase rendering.

 

Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.

Large forest showcase rendering.

 

Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.

Large forest showcase rendering.

 

Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.

Large forest showcase rendering.

 

Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.

Large forest showcase rendering.

 

Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.

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