3DS Max
3ds max http://www.cgrats.com/essential-3ds-max-keyboard-shortcuts.html
This is a collection of models I have created
Sledge hammer

Tree
A tree created using multiple bitmaps to make it as lo-poly as possible
Crate
Sword
Shield
A shield created using a specular bitmap to give great detail within a very lo poly model
Tennis ball
A shield created using a specular bitmap to give great detail within a very lo poly model
Tennis ball
These are the first objects I attempted to make using 3ds max I followed a couple of tutorials from you-tube so I could get used to the interface I found them both very difficult as I had little to no understanding of the program. The tennis ball started out as a square (50x50x50) Using the spherify modifier to get the general shape then turning the model into an editable poly from here I used the chamfer tool to create the tennis ball seam. Once I got the final shape I simple added a turbo smooth and began to texture this consisted of a simple green texture and increased the bump to 100 added noise and finished noise fractal at 0.1.
Mace
This mace began life as a sphere using f4 to see the edged faces I then converted the sphere to an editable poly allowing full control over the model, I then went to choosing the spike positions approx 1 to 3 spaces apart from each other highlighting each one. I used the extrude by polygon tool to extrude the spike faces and the Weld tool to weld the edges
Staircase model
Lighting attempts
I spent a lot of time on the lighting for this, it was the first time I'd attempted a full lighting setup I used a mixture of blue/orange lamps to get a warm feeling
I spent a lot of time on the lighting for this, it was the first time I'd attempted a full lighting setup I used a mixture of blue/orange lamps to get a warm feeling
A lighting error that arose due to the material on the model being see thru
Sources
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/model-a-modern-spiral-staircase-in-3ds-max/
Lighting process
Turn off the target spotlights and check your mr area omnis. Make sure the near and far attenuation are unchecked. Do a test render. It should be lit up enough for the object to show up. nvidia mental ray is correct. mr area omni and mr area spotlight are the lights to use. Be sure the spot lights are pointed towards the object, and be sure you turn up the multiplier to about .4 or .6. Also, make sure your spotlights are much closer to the object. I created a scene real quick that has the entire lighting set up for you to look at. Here's an image of what the rendered teapot looks like in the scene:
Other work
A table created to test lighting and shadows
Project summary
I am not happy with my progress In 3d's max, due to personal circumstances I was not able to attend college a great deal I did as much as I could during the time I had spare, but due to family commitments this was limited as this was my chosen specialty I am very disappointed as I feel I could have excelled in the subject.
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