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"Rendered he hides"
28mm, f10, ISO 200, 5 segundos y 9090k
Sistema LucrOit 100 + degradado suave Firecrest 4 pasos + ND Lucroit HQ 6 pasos + tapados
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10% de descuento en www.lucroit.com con el código LB10
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Here is a render of Technic set 8051 built on Mecabricks by wlange. I only used the Mecabricks script without tweaks to set up the scene and I didn't spend more than 5 minutes in Blender before hitting the Render Button.
Lighting has been made using the Pro-Lighting studio addon from Blenderguru.
More fooling with stud.io 2.0, this time with no weathering and thought for how long the process took. Also, I have done ZERO editing beyond a simple crop to get them to fit neatly into the collage. All were rendered at 1080 with the camera in as close to the same position as I could get it, so I feel like this is a very fair comparison.
I don't know about you, but I can't really see a meaningful difference between high and medium, but the amount of time spent was considerably longer for the high. For my money, POVray is useless. Even with the quick render time, I can't imagine using it again - when I'm in a hurry to show something off, I'll just take a screenshot.
I may be stealing my own thunder here but unveiling the Gundella in a render test, but here it is anyway! I've got a few more of these in various stages of development, and now that I can render them in such stunning detail, they'll probably progress much faster.
What do you think? Is photorealistic rendering a dumb gimmick that's not worth the time, or a great opportunity for digital builders to get some deserved attention because people don't realize they're renders immediately? Or something else I haven't thought of?
This is an OC of my friend Rube, Toa of Magnetism Rori.
* * *
If you like what I do and you want to see me create your OC, a favorite Bionicle Character, or something else, feel free to look up my Commission Info! I also now have a Patreon page, so please consider supporting!
A simple model of Mars, this time using Mental Ray shaders and slight displacement. Rendered using Autodesk Maya.
The second render of the T92. The gun is in the firing position with the spade lowered, the gun has a bare breech because when it was loaded, a loading ramp was assembled and then removed for the gun to fire.
Rather than taking photos of all 50+ current Mascoteers, I had the idea to try my hand at rendering the models.
Right now I'm struggling with the lighting and materials used on the model. Left to right shows the progress made so far.
Send me a message on Facebook, Linkedin or Fiverr if you want me to do some design work for you!
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I published my first LEGO project on ArtStation I used the beautiful Ninjago City set to make some renders.
Send me a message on Facebook, Linkedin or Fiverr if you want me to do some design work for you!
Work with me:
Support me on:
Follow me on:
www.instagram.com/brechtcorbeel/
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#illustration #2danimation #digitalpainting #conceptart #characterdesign #visualdevelopment #conceptdesign #characterartist #photoshop #environmentdesign #story #storytelling #movie #gaming #industry #Photo #Photography #work #podcast #talk #3d #cg #blender
3.8 V8 sounds like a reasonable engine for the time, and would produce a good 425bhp. But lets slap in rear bias 4wd for fun.
Made a miniature version of my SHIPtember project, Trawler 24, to test out the Mecabricks/Blender rendering workflow. It's pretty easy to get started with, though of course not easy to master. Once I understand this process well enough, I want to try doing an RTS in unity, using my microscale fleets.
The Mecabricks material system upgrade includes the possibility to assign some sort of roughness values to each element. Rendered images are much more accurate to real life parts however it will take some time before all pieces are assessed one by one.
Modeled in TopMod and rendered Sunflow.
I was inspired by Schmiegel's "Der Glüh":
www.flickr.com/photos/schmiegl/3836043029/
And his second "GlowPlay":
www.flickr.com/photos/schmiegl/3890904654/
Rendering Notes: Uses IBL lighting, with a sphere light for "The Glow", Shiny Shader, and path tracing.
Structure Synth / Sunflow. This is a second take. I spent some time tweaking the caustics, and this was about the best - using a meshlight. I either got caustics with large black areas where they were missing, or really blurry diffuse colored shadows. The middle-ground looks like the speckled image above. For some reason, when I reduced the photon diameter much below 0.5, the caustics disappeared.
photons {
caustics 10000000 kd 100 0.5
}
gi {
type igi
samples 64
sets 1
b 0.05
bias-samples 16
}
trace-depths {
diff 4
refl 8
refr 8
}