3D Stereophotogrammetry Pixie

A long name but practically is a 3d scan from photos whit the bonus u get the texture to not only the point cloud data. I used Autodesk 123D Catch, a free extraordinary application for creating 3D geometry from multiple angle photos of a subject. Its great, the accuracy is good for production quality but is efficient only for static non reflective/refractive subjects, great for props or statues. The processing is done online on autodesk cloud servers, not locally so u require an internet connection. The mesh u get is very high poly and triangles not quads but the true advantage is that u get the texture already unwrapped and camera position from witch the fotos ware taken, so u can import in nuke/mari/mudbox and correct/re-project the textures or paint something else directly on model and from the correct angle and camera position.I imported the model in maya and used 3Delight for maya for rendering because i currently study, and try to switch completely to renderman specification in my projects, but u can render very very fast with maya hardware to. 

Link to Autodesk 123DCatch: http://www.123dapp.com/catch

3Delight(first license is free but limited to only 2 cores): http://www.3delight.com/en/

 

 

Infocameraman.com Third aniversary

I done this animation for my friends Andrei Marina&Raul Mihuta-Palimariu blog, infocameraman.com, on wich i write myself tutorials when i have time. Happy 3 years aniversary to my friends.

Animation done in 3ds max and after effects and the shader is only ambient oclusion with normal maps and color correted. Geometry not made by me, freeware models from internet. Done in 5 days from witch 1 was only rendering in mental ray.

 

Photorealistic 3D perfume ... testing

Whitout inspiration, looking at my table near my monitor i see my perfume bottle, and then lightning strikes(in my head), let's see if i can make a photorealistic(ore better) 3D version of this bottle. Modelling done very vast in 3DS Max, about 3h ore less, but the rendering and tweking of reflections and materials took a bit more then that. Anyway here is my "almost" final version. Almost because i consider i could always tweak to be a little better.

(download)
Hugoboss_men

 

Fluid sim splash test

Done in real flow, rendered whit mental ray in 3ds max and composit done in ae. Just a low res test and low res fluid.Wanted to test the use of velocity pass from fluid in ae to obtain an acceptable motion blur but in the end could not use that because of the low resolution fluid simulation and in the render pass velocity pass was taken from low poly mesh, even whit turbosmoth applied on fluid sim mesh.

Iray render

looks nice but no motion blur

Doza_cola-apa_iray_nomb

 

Mental ray render whit mr motion blur and hdri reflections

Doza_cola-apa3dmb

 

Mental ray render whitout motion blur with hdri reflections

Beauty_ice_tee

raw

 

composited

EK

Only the table made in max everything else in AE,
same time trying to study lightning interaction whit lots of vector objects
and large environments compositing  in AE.
work time aprox. 3 days start to finish

 

Posterous theme by Cory Watilo