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The model is unfortunately quite high in the poly count and because of this I was unable to use UV mapping for the texture as it was just too complex to unravel the mesh, but I find that the texturing turned out reasonably well anyway. I am quite pleased with the overall topology of the body but unfortunately there is a few triangles that can be found around the area where the neck connects to the skull. I also feel like the ears should be redone as they are too pointy and are not accurate to the shape/appearance of an ear.

I also had a little problem when rendering the image so the colours are not entirely accurate as they came out darker then they should be.

Render realista de fogata

Original sculpture by Charles Perry.

Adding radiosity

Original sculpture by Charles Perry

Speedmodeling: Random image from google modeled and rendered, total time 1 hour

Espacios has become one of the leading Architectural Rendering conglamerates in El Salvador, Centra America. Since establishing in 1997, we have been actively engaged in a wide range of activities that touch the most basic and far advanced aspects of design. Dedicated to colaberate with companies, like yours, in accomplishing Architectural and Graphic Design projects. Our team of Architects and designers continue to exceed standards that are demanded by the top companies in the world. With 11 years of experience, and clients including the Government of El Salvador, Prisma Corporation, Pizza Hut, and many more, you can be certain that your business interests are in the hands of a trustworthy, reliable company.

The Shard, London

Render done in Blender 3D of my Austin A40 steering wheel.

Modern design interior of kitchen. 3D render

Dusk renders of a proposed extension to a town house in Chelsea Square, London.

 

Wilkinson King Architects

I'll see your plastic widget and raise you 1350 fps.

Here is a recent render of the island. It may not look much different to my last upload, but there has been quite a lot of work done. Now that detail is getting smaller, its also harder to notice. The Plains and the Ascent levels have not yet been modified, only really the very start of where the first Ascent level was. I have a lot planned for these areas, and im taking my time to design them before i start hacking away at the island. I don't want to cut away at the terrain too much, because in real life its often easier to work around the terrain then try and change it with machinery. I hate seeing in games terrain that's modified or sculpted unrealistically, with roads and buildings in placed that would be built there in real life. Hopefully this will help things just look "right" and help immerse players in the world.

Dewailly Cloister Roof - Amiens -France

HDA : Architect

Client : Ville d’Amiens

Architect: H²O& HDA

Date : 2007

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

TopMod / Sunflow

 

I designed a "Studio Lighting" scene in Sketch-Up to place my TopMod models for rendering. I'm going for an "Apple Product Shot" look here.

Final design of the CR-2 box.

Our future home (main floor)

Mercury, rendered in Blender. The large crater in the top-left is Caloris Planitia. DEM from Mercury Messenger project

FINALISTA- Concurso tranvia historico de Buenos Aires

Rendering tests of a modular building system (for a game never released).

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