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Ejercicio realizado para Polito 2009

Modelacion y render - Alvaro Martinez Flores

Modelo / Iluminación 3D

a render from a group project (see previous pic for a sneak on the 1:200 model). It was fun doing the project with my studio mates.

  

*damn i just relaised the staircse looks too short........damnit

Trabajo de modelado y renderizado para estudio de arquitectura.

“Render to her just as she rendered to you, and repay her double according to her works; in the cup which she has mixed, mix double for her. In the measure that she glorified herself and lived luxuriously, in the same measure give her torment and sorrow; for she says in her heart, ‘I sit as queen, and am no widow, and will not see sorrow.’ Therefore her plagues will come in one day; death and mourning and famine. And she will be utterly burned with fire, for strong is the Lord God who judges her.” -- Revelation 18:6-8

Proyecto: Visualizacion Mobiliario (Guatemala); Diseño: Eddy Guzman; Visualizacion: Studio Cero Architecture

Rendered 22 May 2011, "updated" version of Game.

 

Stats: 71 objects, 159964 points, 130257 polygons, 1 light, 18 surfaces, 0 image maps. Render time was 2:15:51 on an i7-2600 (3.4GHz, 4 cores, hyperthreaded) at 5120x3840.

The spice of jalapeño...

Original sculpture by Charles Perry.

Adding radiosity

Renders creados en revit architecture 2012

This 3D model was created in Autodesk Maya and rendered with VRay.

Using an out-of-date version of mapnik I've played around with tree rendering in an attempt to remove trees which interfere with other features. This is probably the most successful of various options I tried. Trees are not rendered when they sit on landuse=residential or natural=wood.

 

Using a correlated subquery seems to be fairly efficient, but will have to try it on a GB extract.

Original sculpture by Charles Perry

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.

The Shard, London

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

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