Wednesday, August 10, 2016

Billboard

After having used blender to generate the billboard particles I also have Stacked UVs making it ideal to apply a single tree texture to the random distribution of particles. It's also sometimes a bit laggy to navigate the viewport due to 23 million tris with references costing up to 11 GB and sometimes it'd just flood th cpu... But I had a feeling it'd come to this. Thank God for the powerful machine...



Monday, August 1, 2016

Rendering!

Many Thanks for the help in the textures Lucas! I was able to unwrap these car rapidly which was good but the problem is that with the red and white in the texture it makes it looks like dust. I'm using this video as a strong reference for placing dirt on the vehicle. I ran a test of my own with substance to try and achieve the texture but It just doesn't look real at all. I think I may have screwed up the texture myself...

Heres what it looks like in substance.





Here is a render But it looks really uncanny. I did some more experimenting and I realised it looked better when I turned of the specularity. I makes the colour less washed out cause the specular was so strong.


Seeing I'm limited on time I'm just not gonna render with dirt... Just render these cars clean :)



This Veneno Is black like my soul....






Wednesday, July 27, 2016

MentalRay Rendering


Using the user_ibl_env shader node to my advantage for lighting the environment. For the final film I don't want my hdr to give reflections but instead just light up the scene with its colours. Just testing it with reflections now.

For the shaders I am using both the mila and mia shaders to my advantage. Only thing is that I don't know if the mila shaders will work in all the render passes. I came across some information online claiming the mila shaders currently don't work in all the render passses. Maybe it was a mistake using them but I needed something quick. Reason I used some of the MIA shaders was because I'm just an old dinasour and cbs learning and testing new shaders. Easier and faster to use what I already know...

I'm enjoying it but I can see some thing in my modelling that throws of little details here and there. Oh well at least its all mediocre and its easy to understand the concept of the real life vehicle.

4 more cars left to place shaders on. I won't texture them cause it'll cost too much time and I really need to start render farming really soon...

Tuesday, July 26, 2016

optimization

So I've unwrapped the tire for texturing. Instead of polygon modelling the treads I decided to have a normal map in its place to save time rendering too many tris. Can't really see much and I may need to use a bump map instead for a stronger effect.




Thursday, July 21, 2016

rollback....

well... not everything runs smoothly in a project. I'm just gonna go back home and open up a rollback and re rig this vehicle. For some reason when I scale it down the back wheels pop up.... I've also had the same issue with my bugatti so I gotta red them both and figure out whats wrong...




playblast



Cause... eveything looks better in motionblur... I'll be test rendering with motionblur and an ibl.

Wednesday, July 20, 2016

WIP

5 weeks untill my final animation. Currently working on one of my shots atm and I'm glad this one is only 21 million tris. one thing I'd like to know though is how do I navigate the viewport with a better framerate with shaded on?



Wednesday, July 13, 2016

optimizing

Low poly tactic. Staying away from subdivision.




scenes!

Some nice screenshots of my project so far. For some reason when I turn on the textures in the viewport it final displays the normals and bump maps...
I have an estimate of 6 scenes left to turn into photoreal XD




Friday, July 8, 2016

Here is a test render of the snow on the rocks.
All thats left is the road to texture

Wednesday, July 6, 2016

cliff

Replaced the low poly rocks with high poly rocks. They will then be rendered with a bump map and a normal map.



Sunday, May 29, 2016

Cars!!!!

Haven't blogged in ages and I've recently done a lot of modelling so I'm just gonna upload a whole bunch of images.









Friday, January 8, 2016

Grand Piano

A lot of the compnents in this asset are not to scale and are only placed in there to bring authenticity to the model.