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TPU's own 3D renders

troyrae360

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Heres a couple of renders i've done using caustic generators, unfortunitley I saved the first few as jpegs and the quality isn't so good, however the first one you see is .png and looks ok :)







:),

ps, wheres the solaris renders these days:confused:
 
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Solaris17

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Heres a couple of renders i've done using caustic generators, unfortunitley I saved the first few as jpegs and the quality isn't so good, however the first one you see is .png and looks ok :)

http://img.techpowerup.org/100225/FinalCaus4.png

http://img.techpowerup.org/100225/FinalCaus.jpg



:),

ps, wheres the solaris renders these days:confused:


excellent work :) my rig has been down for months and iv been using my laptop :) just got my mobo back yesterday. and im working on tweaking the rig atm but ill throw something up soon :)
 

troyrae360

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excellent work :) my rig has been down for months and iv been using my laptop :) just got my mobo back yesterday. and im working on tweaking the rig atm but ill throw something up soon :)

Thanks though i wouldn't say excellent :)
Damn It feels like its taking forever for your pc to get up and running :(
 

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Thanks though i wouldn't say excellent :)
Damn It feels like its taking forever for your pc to get up and running :(

haha thanks it did though 5months without my desktop and now im starting to get back into the feel of rendering again. but its kinda like a bike. ill have one up in a sec :)



i think ill stray from the natural colors i was making before and go for brighter stuff for a bit
 

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Here are a few.. I bought my first copy of 3ds Max (v2.5) in 1998. The best hardware has to be the i7 and a Quardo FX. Hyper-threading knocks out half the render time.

This is done with Max 2009 and Vue8 PLE, rendered in Mental Ray.


This is with Max 2009, Mental Ray
 

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Pickles24

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I wish I had better skills with Maya, there is a larger learning curve however..
 

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I wish I had better skills with Maya, there is a larger learning curve however..

indeed i made one project with it about a year ago..it was probably one of the most difficult renders iv ever done and it didnt even come out that good
 

troyrae360

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Awsum stuff guys!! good to see a few new renders, i thought everyone had gone gone off to work for weta workshop and signed interlectual property rights over to them there for rendering them unable to post there work on TPU, Phew thankfully that hasn't happend!!
 

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Awsum stuff guys!! good to see a few new renders, i thought everyone had gone gone off to work for weta workshop and signed interlectual property rights over to them there for rendering them unable to post there work on TPU, Phew thankfully that hasn't happend!!

hahahaah nope not me :)







cube one isnt so good i need to adjust reflection and refraction for the shape. the sphere one i need to work on body more but i dont think its too bad for 5 months outta the job :p
 

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I can't post work renders by law. But my own is cool. I use to work for a US patent office and we took theoretical ideas and made renders for manufacture. Saves money on creating prototypes. The patent office is cool for getting experience in 3d, there is no template or reference for new ideas. It's actually like 5 or more disciplines. Modeling, mapping/texturing, lighting, rendering, animation and post production.. :banghead:

Have ya'll ever played around with zbrush or mudbox?


Older render playing with hair/fur..
 

Solaris17

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I can't post work renders by law. But my own is cool. I use to work for a US patent office and we took theoretical ideas and made renders for manufacture. Saves money on creating prototypes. The patent office is cool for getting experience in 3d, there is no template or reference for new ideas. It's actually like 5 or more disciplines. Modeling, mapping/texturing, lighting, rendering, animation and post production.. :banghead:

Have ya'll ever played around with zbrush or mudbox?
http://www.oxfordgraphix.com/stats.jpg

Older render playing with hair/fur..
http://www.oxfordgraphix.com/ssdd.jpg

never played with zbrush or mudbox i really want to try XSI though are z and mud worth getting into?
 

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If you have a tablet..(I have a cheap one).. It's like being a child again. Sculpting digital clay. I still use the older zbrush 2.5.. It's great. You can take a simple model, unwrap the uv's and send it to zbrush and get into extreme detail. Export back into Max with normal/displacement maps and you have an unreal 2 million poly-count detailed model that doesn't crash your system. That's how all games are made today.

XSI is the bomb, especially on LinX. It's so fast.. I am so slow on it though.. Just like Maya.. I take forever to do something so simple.
 

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If you have a tablet..(I have a cheap one).. It's like being a child again. Sculpting digital clay. I still use the older zbrush 2.5.. It's great. You can take a simple model, unwrap the uv's and send it to zbrush and get into extreme detail. Export back into Max with normal/displacement maps and you have an unreal 2 million poly-count detailed model that doesn't crash your system. That's how all games are made today.

XSI is the bomb, especially on LinX. It's so fast.. I am so slow on it though.. Just like Maya.. I take forever to do something so simple.

sweet i have a tablet around here someware ill have to check those out thanks man
 

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troyrae360

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Hey guys, I've been working on a project over the last couple of days, Its for the Gigabyte compatition where you have to come up with sum USB 3 thing, anyway this is what i've comeup with and rendered, If you like it and would like to take 5min to vote for me and help me win a new Gigabyte Mobo on the compatition website that would be AWSUM!!!!!
You can vote here- http://usb3.gigabyte.com.tw/event/?from=eDM_20100316_USB3Onboard_EN
All you need to do is click Enter then Vote now and eather search for my name "Troy Yarrall" or browse through and find these pics and vote.

Anyway this is what i come up with...


 

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Maya 2011 looks sick.
 

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that there is Autodesks Mudbox 2010 as i hate Zbrush. my work flow was

Maya 2010 for the base mesh
Maya again for UV mapping
Zbrush for posing using transpose tool
Mudbox for high res sculpting as seen above (ie screen capture from mudbox
Photoshop CS3 for texture normal map editing
Maya again for final render
Photoshop for final touches

if interested i can post more shots Solaris of my work flow. and what im using etc

right now im blocking in how i want to do the final render aka Sky scrapper the sky itself lighting etc etc trying to block it all in still a long ways to go really


altho i may be misunderstanding your question lol
 

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that there is Autodesks Mudbox 2010 as i hate Zbrush. my work flow was

Maya 2010 for the base mesh
Maya again for UV mapping
Zbrush for posing using transpose tool
Mudbox for high res sculpting as seen above (ie screen capture from mudbox
Photoshop CS3 for texture normal map editing
Maya again for final render
Photoshop for final touches

if interested i can post more shots Solaris of my work flow. and what im using etc

right now im blocking in how i want to do the final render aka Sky scrapper the sky itself lighting etc etc trying to block it all in still a long ways to go really


id appreciate a break down. i honestly think tis fantastic to see. ill have to show you guys some bryce>studio>lighting stuff or maybe hit up lightwave
 

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alright um give me a few days or so im back working again but ill take some screen grabs of my work flow a couple from each app and what im doing

aka base mesh creation in maya

uv mapping

exporting

zbrush posing

mudbox sculpting etc ill grab 2-3 shots of each for a quick showing of how i work

i havent used brice yet... but ive used 3dsmax lightwave maya XSI and Blender and the only one i can really get anything done in is Maya same with Mudbox i love zbrush for the posing but if mudbox had that feature id never have to use zbrush again period
 

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This is where it all begins.

First off i start by importing front and side reference images. While some may prefer the X type of placement where they intersect or the box type where its close together i prefer to have space to work in after all there just a GUIDE to get it close nothing more. Artist imagination is #1 that and a base understanding of anatomy. Eitherway first thing to do is to set the project files using default names and then import your references i actually have SOME 3d references that i can import for when creating a character which is helpful and with practice you will eventually amass a nice collection of images and 3d object to help you along the way.




Here u can see i did a rough block out and i rotated the arms a bit. This is where anatomy comes into play good deformation ie animation depends on polygon placement by rotating the forearms My block out already starts to follow the base muscle groups at this stage its just adding loops and making sure each major area follows the proper muscle forms and remember LESS is more adding loops and more polygons is easy but removing loops and excess polygons is far harder so look hard at your model and ask yourself if u really need that extra edgeloop. A good way to go about it is using a shiloutte as if it looks good solid black then your set as most real detail comes from normal mapping. To wrap up remember just because u can subdivide and make it smoother dosent mean you should.



Here we have my finished mesh if you look closely you will see in the bottom image that my edgeloops follow all major muscles and bones also when preparing a mesh for sculpting triangles are EVIL always keep your mesh quad untill just before its added to a game or rendered, because triangles cause issues when sculpting do to how applications subdivide a mesh tri's cause pinching and thats bad eitherway u can see that my character mesh dosent even really resemble the reference images but thats the point. ;) the idea is to get the proportions right then worry about it looking right.



Here we have the automatic uv mapping as done by maya i recommend selecting regions and manually uv mapping the mesh as it gives a much better result especially when rendering normal maps



Here is my mesh as scene in 3rd ss above. this is my uv map manually edited so as to give 0 stretching its hard to accomplish but its worth it because stretching of textures looks nasty and the whole point is to make something look good :toast:

 
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crazyeyesreaper

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First off i start by importing the Mesh into zbrush 3 as an OBJ file. Then using the Transpose master plugin from pixologics site i use the masking tools and then switch to rotate panel it allows me to rotate anything thats not masked and by using the mask sensitivity it allows for smooth rotation as shown below





The image below is the final mesh after posing in zbrush this is what ill take into Maya for the final scene rendering but for simplicity ill take the regular T pose mesh into mudbox for sculpting and simply tweak the posed mesh with mudbox so it looks better. Its far easier to sculpt a T pose mesh do to symmetry :toast: ill demonstrate this in my next post.



There u have it thats a rough idea of the posing step the only reason i use Zbrush at all period.
 
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crazyeyesreaper

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Here is the high res sculpting in mudbox

Starting with the head i did 6 passes heres stage 2 stage 4 and final stage 6 of the sculpting process







and below are the stages of the body stages 1 - 6 of each detail pass are shown













and there you have it thats the high rez mesh at the end polygon counts

stage 1 is 12k quads

stage 6 is 6.8 mill

each subdivide is 4x the # of polygons

at this stage the normal map is rendered out and then taken into photoshop CS3 from there the scene is rendered in maya using mental ray ill post a few more images at a later date showing the end result
 
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