Posts Tagged ‘ 3dsmax ’

Percy`s dark heart v2.0

 

We are still working hard on the rendered version of Percy, most of the bones are done, this is a material mapping exercise on the heart. It is the usual routine: Rhino modelling, 3dsmax set up into Vray render. Enjoy! heart3 heart4 heart5 heart6 heart7 heart8 heart9hreaea

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Percy`s rendered head

Finally I managed to get a form that I`m happy with, kind of. The backside is still rough, I`ll fix it tomorrow, I got it figured out but i still can`t stress enough how different Rhino is to 3dsmax. All I need to do now is create a better texture, or maybe a plethora of them to create a nice composition for the overall scene. Doing this helped me understand the times of surfaces and solids in rhino, how they interact and edge conditions, its all still a bit fuzzy. I rendered against a black void to get it done faster because its late and tomorrow I have uni.

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Mistakes were made

I`ve had a go at modeling Percy`s head in Rhino, but it is so poorly made I didn`t even bother to give it an HD render. Basically what happened was that because i`m so used with 3ds max modelling, instead of creating a bunch of solids and resolving them through boolean geometry I`ve ended up trying to make the whole thing out of surfaces and polysurfaces and create one single solid at the end. It was a mess… porc

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Percy is back

First iteration of bones, I currently working on improved models and better textures, I`ll post as soon as I get a significant improvement.

bonetest3bonetest2 bonetest4  BONES3 BONES2 bones1 BONELUCIOUS

Render glitches

I still get some glitches when doing close ups, I currently have no clue to what setting needs to be changed in order to fix this, but there is nothing a little photoshop post production won`t clean up, in the appropriate amount of time….any tips are welcomed 🙂

 

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