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Making of cafe

ABOUT THE AUTHOR

Tiziano Fioriti was born May 6th, 1986 in a small town in Central Italy. After attending the senior high school specializing in science education in Gualdo Tadino (Umbria, Italy) he went to the Faculty of Industrial Design at Florence University; however all he knows about Computer Graphics is rigorously self-taught. See more: http://www.tizianofioriti.com

INTRODUCTION

When I went to France on April 2005 on my high school trip, I bought different postcards to send them to my family and friends. Accidentally I forgot to post one of them so I brought it home. It represented the Cafe de Flore of Paris, the famous café of french existentialists and artists. I liked a lot and so I decided to realize it with computer graphics techniques and instruments.

I just wanna say “thanks” to my old pc: a Pentium 4 processor with a Radeon 9800pro and only 512 mb ram memory. For the realization I used 3ds max 7 and Vray Advanced 1.46. A great post-production process was possible with a Wacom Graphic Tablet. I have Intuos 2 A4 format.

MODELING

When you decide to realize an image like this, you have to know that the modeling part is the simplest.

All the objects of the scene are modelled in Max with polygonal instruments. The coffee mug, the saucers, the glasses and the fluids were created with lathe tool and then converted to editable polys for texturing. The eggs are simple geospheres with a lot of subdivisions.

The woman drawing is a simple editable spline converted to editable polys and then distorted with FFD 4x4x4 modifier. The table is a primitive cilinder converted and modified as editable polys

TEXTURING

The scene is embeded in various complex vray materials. We’ll begin from the simplest.My drawing is as diffuse and a texture created in Photoshop as bump (with value of 80).The coffee mug has a texture created in Photoshop (simulating porcelain) as diffuse, a clear gray color (R211, G211, B211) in Reflect slot and fresnel reflection activated.

The pills are a Multi/Sub-Object material with two Vray embedded materials ;both have Reflect slot with a gray near white color (R228, G228, B228) and fresnel reflection activated.

The egg material has a texture created in Photoshop in diffuse channel, a dark gray (R59, G59, B59) in reflect slot (FR activated) and refl.glossiness at 0,7.

The water and the glass have very similar materials (see image below for Milk material too) except for IOR value; water has 1,335 while glass has 1,606.

The teapot has a chromed material; diffuse at black, reflect slot at R228, G228, B228, fresnel reflection activated and max depth of reflection at 10.

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making of pv 3 jet

INTRODUCTION

This project was made to learn blueprint modeling and unwraping (I had never done this before). In this making of I’m going to show all parts of my work and also I’m going to point on mistakes that I have made. I hope that my making of will be useful for those who wants to start with this as well and will help them to avoid of making the same mistakes.

I used this software and plugins:
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*VIZ2008 – scene
*Brazil r/s V2 pro beta – rendering
*Texporter – VIZ doesn’t have feature to save unwraped wire image (I didn’t find it:) so this plugin was handy.
*Photoshop – texture painting and postproduction

Some info about the jet which I created:
—————————————
This aircraft is being developed for Indian army as LCA (Light combat aircraft) since 1983. Its main goal is to replace old MIG 21. In present is done prototype PV-3.
In some details is similar with Mirage 2000. Aircraft is very small and it belongs among the smallest and the lightest in the world.

SCENE SETUP

At first I had to find some good blueprint reference. There was a little problem with this aircraft as it isn’t very famous. I found only one version of blueprint on google, unfortunately not much detailed.

Here is an example of which I consider as a great reference if you want to make a quality aircraft model with all details :)

I loaded blueprints into photoshop and with rulers checked if the dimensions of top, side and front views coresponds. I dont’t have screenshot of this from HAL Tejas project but on image below there is example from another project which I’m making.

I inverted colours on whole image (there is also good to add some contrast). I like to have black background and white lines which helps me later with the opacity trick in scene. Then I cut each view into separate images: top, side and front with ~ coresponding image rosolutions and saved them. I created box in VIZ with matching proportions to the reference images, converted it into editable mesh and deleted 3 sides. I assigned its own Material ID (1,2,3) to each of resting sides. Then I applied multi/Sub-object material on this box. Sub-Material settings are showed on the image below (self ilumination set to full white, speculars off and previously prepared reference images in the opacity slot). This makes visible only the lines of drawed aircraft and they are independend on the scene lighting.


*/TIP: there is also a lot of tools and scripts for crating bluprint planes in the viewport e.g. imagePlaneMaker.ms — By Neil Blevins/*

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Making of the Spider

INTRODUCTION

Hi Evermotion! My name is Andrew Averkin and I want to show you Making of Spider. Possibly you will expose something new on your own. I hope you like it. Initially I wanted to do animation of mechanical insect. I began work not thinking about which one insect I going to do. In the process of modeling I saw that insect look turns out like a spider and then I decided to do finished work. I was needed the pictures of different mechanical clock, details, cog-wheels, and also instruments of watch-maker. I began to search of pictures in the web and after a few hours of search I collected necessary to me information.

MODELLING

For creation of the spider I used 3D Studio Max. I began work from the modeling of joint of spider. Modeling was very simple, I used simple shapes as line, circle, ellipse, ark and other and then connected them, cut, extrude while did not get a necessary to me result.


MODELLING

Then I created small details, screws, cog-wheels and connected them in a general form. Step by step I created the leg.

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Hunters Lodge

INTRODUCTION

I was always impressed with a nature and with everything what is conected with her. This render was made for practice purpose. Here my inspiration was a house on Tara mountain, on this image you can see a reconstruction of old house from willage in Serbia.

MAKING THE TERRAIN

I have created plane (Terrain), converted to editable poly and move some vertex up to make a little hills. After That I’ve created line above the Terrain go to compound objects, shape merge/ pick shape and select line in viewport (with this step I’ve created different type of Terrain) Inside Will be a ground (dirt) and outside will be grass. Next I’ve converted terrain to editable polygon, selected inside polygons on sub object level and bevel them a little bit.

PUTTING GRASS ON TERRAIN

I have puted some grass material on that polygons, then UVW Map from Modify List select box map and collapse all. After that I’ve puted Hair&Fur from Modify menu and set a parameters like on picture.

PLANTING

Now lets put some plants on the terrain. Little yellow flower is scattered on grass terrain.
Others plants I have placed on interesting places according with color and shape.

Bushes are Just a Planes with Difuse and Opacity maps

MODELING THE LODGE

The lodge is modeled from a geometry parts with different materials.

I’ve assigned different materials on planks or play with UVW Map on some of them.

I have also put some choper trees under the lodge.

After that I’ve generated some Ivy plants.
You can find that plugin on this site:
http://graphics.uni-konstanz.de/~luft/ivy_generator/

TREE MODELS AND MATERIALS

Now lets put some plants on the terrain. Little yellow flower is scattered on grass terrain.
Others plants I have placed on interesting places according with color and shape.

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Making of Roundeye Dragon

INTRODUCTION

This is a 3D cartoon illustration created in my space time for self improvement.This dragon was originally designed by my favorite artist, Ben Henry. He is also known by his nickname, ‘Roundeye’, on the Internet communities where he posts. The title of this work, ‘Roundeye Dragon’, comes from his nickname. I am very honored and grateful to have been given Ben’s generous permission to recreate his 2D drawing in 3D.

Before start anything, i was send a request about “permission to recreate 2D drawing in 3D” via email to Ben Henry. Then he was agree the permission. Thanks Ben.

strong>MODELING

Here is the original 2D drawing from Ben Henry

I start modeling in Zbrush, my technique was use Zsphere to created a base mesh. Later on export it into Maya to refine modeling and re-topology it.

Import into Zbrush again. To make sure i sulpt with the right portpotion, i never start from detail.

Reseach around from internet about dragon skin. Download them as refereces.

To get my own the reptile’s alpha later use in Zbrush. I was import those references into Photoshop and made fews type of alpha.

This is what i got after sculpt by own made alpha

The final was done after wings, skin detail and teeths added

TEXTURING

The dragon’s texture was done hand-painting in Zbrush. My technique used called Polypainting in Zbrush. You need to click on the “colorize” & “Disable UV” before paint.

To get more information about polypainting. Here is link i prefer. By JC Cappelletti: http://www.jcappelletti.com/z3tut02/

I never plan to re-paint the texture in photoshop but in Zbrush. So i use Zbrush’s Adaptile UVs unwrap for me. Here is the color map , cavity map and normal map export from Zbrush in Adaptile UVs mode.

MATTE PAINTING OF THE BACKGROUND

My background is a flat 2D matte painting and photomontage done in Photoshop.Mountain and trees is copy & paste by few different of photos.

To make it more cartoon illustration, I re-paint it to add more detail and also try to use photoshop’s filter to change the color mood.

RENDERING & COMPOSITING OF DRAGON

I used mentalray’s sss shader for the dragon.
My scene was light up by 3 area lights and one mentalray’s IBL. Those lights are Main Light, Fill Light and Back Light. Mentalray’s IBL are my scene’s ambient light.

To convenient my compositing works. I was separate all the light passes ,cavity passes and specular passes. So that i can adjust the light opacity anytime to match the background.All passes was composite in Photoshop with “Screen” blending mode, except the Cavity passes with “ColorBurn” blending mode.

FINAL

This is the final image after color correct in Photoshop.

That’s all. Thanks for watching, Enjoys!
Cheers~!

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