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Rendered using a DE where the derivative was calculated using dual numbers.

Initial 3d render for the yacht building... dusk time like i usually like to do. hopefully, the pitch for the client will go OK and I'll get a chance to elaborate this further. Modeled with SketchUP and rendered with VRay 1.5 sp3a. VRay RT was a saver on this one to cut production time.

here is a wire frame and solid in blender veiw of the ww1 german officer

Hace 7 horas que estoy haciendo un render, y tiene para rato. Y me acordé de una idea que tuve hace tiempo, sobre los renders que no llegan a "nacer", renders interminables que nunca llegarán a conformar la imagen final, y de los cuales sólo puedo rescatar el intento, en esta imagen que representa el cálculo de iluminación global:

Basic 'painting' done...

Still very much a WIP though.

The right-side motion will br replaced by the left-side later.

Must put some glass in the cab windows!

 

Cycles/400 samples.

Dewailly Cloister Roof - Amiens -France

HDA : Architect

Client : Ville d’Amiens

Architect: H²O& HDA

Date : 2007

See more at : www.hda-paris.com/

Taïkoo Hui - Tianhe, Guangzhou, Guangdong, China

HDA : Specialist Design consultants

Client : Swire Properties Inc.

Architect: Arquitectonica

Date : 2005 - 2010

See more at : www.hda-paris.com/

Generated and rendered directly in Structure Synth. I went back to the 1.5 Hinxton version to get some subtle reflection.

Minor post-work in Zone

The Final render of my animation, I really enjoyed the project overall. I felt going through the stages of creating the character to rigging to skinning and painting weights really helped me to understand how it all works and how to create a flawless (or near flawless) model. There were major problems along the way, first hurdle was getting the character right, I went through 3 iterations of characters, there the first 2 didnt feel quite right or its was the style I was going for.

 

Finally it got to the stage where I was happy with the devil shown above, I ended up using an old joker model for reference, this worked well and allowed for major characterisations, with a large area to the mouth and a long pointy face, I felt it was perfect for what I wanted. By that time I was meant to have started animating, so I started rigging and blend shapes as fast as possible, I followed a great tutorial on rigging from digital tutors, learnt all about naming conventions and how they can help select many joints at once, how to mirror joints and their names as well so R becomes L.

 

I felt I rushed the rigging stages of the character, it definitely shows in the animation, I had no neck movement and had to compensate with the body, also the hands/arms, I didnt put pole vectors on them which shows again, not being able to rotate the hands and arms fully, this really affected the flow.

 

I also had issues with the computers, when it came to skinning, I kept losing work or the university computers had major issues for about 5 days....sometimes I couldn't open my file, there was a save file bug, so if you tried to save maya it crashed, this was even with a blank scene.

But re-doing the skinning stage helped me learn a lot about the modelling and rigging, making sure the topology is correct for this stage is a must.

 

Finally getting to the animation, this I really enjoyed!

I changed the quote because I didnt want to use the original audio clip, it was boring and had nothing fun or exciting about it. My idea wasn't very fleshed out and I was running out of time. I searched for a funny devil quote and came across the cow and chicken one I used in the final product.

 

There are some obvious problems with the animation, some of the mouth movements don't match the dialogue, had I done another polish pass on the animation I would have sorted this out.. I wanted to do more with the arms, for example when the devil says "Im naked" I wanted the devil to be looking at his nails, but again a rigging problem.

The hands also float through the table but another time management issue, so I ignored it.

 

There is an issue with the hello at the start, I think its the arc at of the head, because the neck doesn't move it was hard to exaggerate this. I tried to offset the head and the body but it started to make the mesh on the neck warp.

 

My favourite part of the animation is the laugh at the end, it really captures the emotion of the character, hitting the 2 beats of the main laugh in time with the drum beats of the music really emphasises this.

I think I could have added some more subtleties with his eyes, the eyes dance around in parts, I would go back and act out the part myself seeing how the eyes moved, maybe taking reference video.

The subtle head movement when he says im naked works well, its a cocky confident way of showing he knows there is nothing under the apron and is absolutely fine about it.

I added a secondary action to the chefs hat and it really shows, its a subtle movement and works well with the character.

 

If I had to go back and do anything differently, I would spend more time on rigging, and knowing how the skinning and painting weights work now I would edit some of the topology, maybe take some of the edge loops out. Taking edge loops out will save time when editing blend shapes which was a slight annoyance.

 

When animating I found that not having a competent rig was a big issue when trying to create arcs with the character, not having neck movement made it very odd.

Overall I am very happy with the outcome and definitely intend to work and polish the animation over the summer, I really enjoyed this module and felt it was a huge improvement from the last, although I wish I could have added another layer of polish to this before submitting. But deadlines are deadlines.

 

© 2013 Thousand Word Images by Dustin Abbott

 

This is a view of the US Customs building as you come out of the Federal Triangle Metro station. Just to give you a sense of scale - those wall sconces are more than six feet in height. This facade towers above you as you enter from the underground. A passing jet gave me my final element here.

 

Technical info: Canon EOS 6D, Tamron SP 24-70mm VC USD, Processed in Adobe Lightroom 4 and OnOne Perfect B&W

 

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Log spiral-based pattern deformed by z <= z*(1-tan(5i*ln(z))/5i).

Indigo park cinemas - Beijing - China

HDA : Architect

Client : Swire Properties LTD,& Sin-Ocean Land

Date : 2010

See more at : www.hda-paris.com/

Trabajo de modelado y renderizado para estudio de arquitectura.

render in 3ds Max e Vray.

 

Render de espacios interiores, adecuación de espacio domestico.

Segundo Puesto Concurso Plaza Fundadores

Juan Camilo Arango, Juliana Ramirez ,Jose andres, Pablo botero, Amalia Ramirez

A rendered Image (rendered with MojoWorld)

Comments are Welcome!

Courtesy by the RhinoGold team

Cycles render, got that ebony furniture... Beautiful, eh? Got a bit of help from a friend, but that was mainly for textures, I did all the model myself. If you want, I could get some other perspectives. It's for a game, BTW. Just thought ya'll would enjoy it.

simulare "tip macheta" ansamblu penitenciar

Dewailly Cloister Roof - Amiens -France

HDA : Architect

Client : Ville d’Amiens

Architect: H²O& HDA

Date : 2007

See more at : www.hda-paris.com/

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