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Anhar Miah
07-11-2006, 07:35 AM
So I was bored, and depressed :crybaby: watching some stunning 3d work on another CG forum :badputer: , so I decided to crack my nuckles and do some modelling! :Drogar-Evil(DBG):

Nothing speacial just basic stuff with DOF and ligting:

A La Screwdriver:


http://i42.photobucket.com/albums/e320/Anhar/screwdriver.jpg


A La Spikey thing:

http://i42.photobucket.com/albums/e320/Anhar/Spikey.jpg


Thats about it for now.

Anhar

surf
07-11-2006, 02:15 PM
I had the same problem with the DOF... it is not clear enough.

Matt Grunau
07-11-2006, 04:48 PM
Anhar, is that noise the result of .jpg compression or are those artifacts from radiosity?

Larry R
07-11-2006, 05:22 PM
Anhar, is that noise the result of...
What are you talking about, I don't hear anything :grin:


Cool pics Anhar...definitely far beyond my capabilities so I'm impressed :)

Anhar Miah
07-11-2006, 05:43 PM
Anhar, is that noise the result of .jpg compression or are those artifacts from radiosity?


Probably a bit of both, I'm just getting use to the Vray GI system, if I push the values too high my computer just hangs after a while, soo I have to use lower settings, :badputer: damn I need $2000 bucks so I can built a workstation, because this computer is craaaaaap!

Anyways I'm off to model some other stuff, its like you have to visualise the object before hand.

I really wanna learn spline modelling ( I wonder if a graphics tablet is any good?)

Cheers for the nice comments man, I really appreciate it.

Matt Grunau
07-11-2006, 06:02 PM
What software are you using? Most apps have fake radiosity scenes where there are 72 (or so) spotlights around your object, and you get a nice radiosity look, without the horrific render hit. I would suggest starting off with a simple 3 light setup. That will be plenty for tests and displays.

I have Lightwaves fake radiosity scene if you want it.

Spline modeling is definately the way to go for certain non-organics. Some would argue you can do facial modeling with splines, but I usually don't see the point (forgive the pun).

Great work so far.

Anhar Miah
07-12-2006, 06:47 AM
Yea I should have said before, I'm a Max user :)

I've heard great stuff about Lightwave and Maya, one day I dream of shifting over to Maya hehe :>

Yea I like Poly and box modelling, the reason I wanna do spline is because I've seen how little work (well relatively) you need to get such great result, you are right though, its only good on objects that have smooth lines, as opposed to a face or animal say.

I'm gonna start on some face stuff (poly modelling) but all the UV mapping stuff is scary.

Ok, now the eternal question, what computer specs to you have (or wish you had)?

What I would like to build (reasonably price range)

AMD 64 X2 (Dual Core) 4800+
2GB RAM DDR2
GeForce 7900GT ??
2 X SATA 80GB HDD
19" CRT (Good 'ol CRT ;)
Wacom Graphics Tablet ?? Hmm... :/

whaddaya think?

Matt Grunau
07-12-2006, 09:16 AM
mine are fairly modest:

P4 3.0
2 gigs ddr
1 80 gig 7,200 WD
1 160 gig 7,200 WD
Nvidia Geforce 5600
19" Dell Flatscreen

AMD 3500+
2 gigd ddr
2X250 gig Segates in Raid
Nvidia 6800 Ultra
2X 19" Dell Ultrasharp Flatscreens

This:

http://www.nvidia.com/page/gelato.html

Is a link to a free Nvidia rendering engine that utilizes the video card's power to assist in rendeing. Only for Maya at the moment, but there is going to be a Max implementation soon. Might be worth a look.

Unless you are a serious gamer, I would not go the route of the GeForce 7900GT. I would instead look at some of the Quadro series cards from Nvidia. THey are workstation cards and are designed specifically for 3D and video use. They are meant to assist and have profiles which are built in for specific applications. Max is one of them. They are a little pricy, but worth it. My next system will have a Quadro in it.

I would also suggets dual monitors. You can't believe how handy the extra real estate is until you get used to them. I love dells Ultrasharps, and their prices are dropping.

A graphics tablet while taking time and being a little pain in the rear to get used to can be benificial. Especially for Photoshop and the like. If you can pick one up and it doesn't hold you back from a better video card or faster processor, it could be a good investment.

surf
07-12-2006, 12:01 PM
I think I solved the DOF problem by changing the rendering system.

Daniel Skubal
07-12-2006, 12:37 PM
I have the same problem with grain when I render my stuff. It gives it a cool look but it doesn't look as crisp as I'd want it. Looking good though Anhar.

Anhar Miah
07-12-2006, 05:49 PM
wow, thanks for that link, does this Gelato actually speed up rendering?

Sounds cool.

I wish I could afford a Quadro, but I heard about softmodding Geforce, i was planning on that route.

Also I heard another poster (on another forum) saying that getting a motheboard with twin CPU's sockets that why for now I can have one dual core, THEN later I could add another dual core, that way eventually I can have four CPUs :)

about the grain issue, I think I could probably fix it if I play around with the render settings but for now, since I'm learning it does'nt really matter for now (gives it a kind organic "Film-like" noise)

Anhar Miah
07-15-2006, 08:35 AM
Well, been doing some rigging, and just done my first walk cycle wahaaayy..

http://i2.zvhost.com/2/i/inp6kq2l.jpg (http://www.zippyvideos.com/4727453575590896/walking/*anhar)


Enjoy

Click at the bottom that says "Orginal Quality", otherwise it defaults to the ultra compressed verion


also a YouTube Link, for all you YouTuber's


http://www.youtube.com/watch?v=tthRmeD-L5w

Anhar

surf
07-15-2006, 03:00 PM
thanks the youtube link :D
that jump is cool, but he is walking as he would be heading to the toilet

Anhar Miah
07-15-2006, 06:37 PM
yea I see your point! :O I guess I should have model his arse a little better and make hes legs taller.

Anhar Miah
07-16-2006, 02:44 PM
So, I've redone the walk test this time with a real human mesh (not modeled by me!)

One step to Hollywood....

http://www.youtube.com/watch?v=K0i-rt4PhII

Enjoy !

surf
07-17-2006, 12:36 AM
yes, that is better. so the point is to create a very good mesh.

Anhar Miah
07-18-2006, 06:57 AM
Well More WIP..

Latest Project: BMW M5

(Have Scrapped the Mazda Car Project, to many problems, but learned alot about poly modelling)

Currently doing the body:


http://i42.photobucket.com/albums/e320/Anhar/Latest_project.jpg


Hopefully when finished it will be added to my portfolio.

Anhar

surf
07-19-2006, 07:09 AM
I am woking on this. I will have to smooth the poly, but I cannot really find a good option, because the shaders...
http://img143.imageshack.us/img143/4518/kapyz6.jpg

a little corsa

Anhar Miah
07-19-2006, 06:06 PM
woah, neat dude, I dunno about shaders, in max doing a car paint is a doddle..

With max smoothing the polyies is a breeze, I really like smoothing groups, that lets me keep sharp lines where I want them..

Keep up the good stuff man! :)

Anhar

TC
07-20-2006, 01:23 AM
One suggestion Anhar- when your doing animation test, it's usually a good idea to use a static camera. If you're really trying to evaluate the movement a moving perspective makes things harder.

Good progress, can't wait to see a rendered version of the M5.

surf
07-25-2006, 11:07 AM
here is the video with the corsa:
http://www.smart.atw.hu/vid/corsa.wmv
(sometimes the server is busy a bit) so then this will work:
http://www.smart.atw.hu/vid/corsa.zip

(360KB)

Anhar Miah
07-25-2006, 06:20 PM
thats good, you may wanna work on more real shaders/materials with GI rendering, perhaps even some HDRI from the orginal footage, and some shadow pass for sure.

Keep up the good work!

surf
07-26-2006, 12:10 AM
what does GI rendering mean?
there is some HDRi thing IBL lighting.
I have tried to cast shadows too, but I could not manage it... :( I think it is not too necessary, is it?

Anhar Miah
07-26-2006, 06:08 AM
GI = Global Illumination,

"Global illumination algorithms used in 3D computer graphics are those which, when determining the light falling on a surface, take into account not only the light which has taken a path directly from a light source (direct illumination), but also light which has undergone reflection from other surfaces in the world (indirect illumination)." [1]


Its more CPU intense, but the results are much more photoreal.


[1] http://en.wikipedia.org/wiki/Global_illumination

surf
07-26-2006, 09:21 AM
I see. I have never heard about this shortening. I have always used the full phrase.

Anhar Miah
07-27-2006, 09:52 AM
Need help With UWV Unwrapping!

Anyway More WIP:

(Got side tracked from the Car project)

Quick Render:

http://i42.photobucket.com/albums/e320/Anhar/3d_flower.jpg

Wire Frame:

http://i42.photobucket.com/albums/e320/Anhar/3d_flower_wire.jpg

Anhar

surf
07-27-2006, 12:36 PM
what do you mean by "Got side tracked from the Car project"?

Steve_Arm
07-27-2006, 03:28 PM
Since you posted car modeling, allow me to contribute my own work... of course as always unfinished!!
I believe you all can tell which car is it. Otherwise I should be thinking of droping out of this job.... :crybaby: ...

http://i84.photobucket.com/albums/k38/Steve_Arm/02.jpg

http://i84.photobucket.com/albums/k38/Steve_Arm/01.jpg

Anhar Miah
07-27-2006, 05:11 PM
Audi TT ? hehe :cheesy: thats great stuff, take care with some of your vertexs looks like in some places they *may* not be welded to gether or some other stuff is going one (please note I aint no expert, just my 2 cent!) :costumed-smiley-047

Well, as for being side tracked, I was doing that BMW M5, if you go back a few pages, but as you know with life, you got jobs to think about, stress of social life . yada yada this and that... I just woke up and felt like *damn* I feel like modelling a flower.. and thats how I got side tracked, sure I could have use that same time to make progress on the car. But hey the more I model the more I learn. :Drogar-BigGrin(DBG)

Anyway you know whats its like, writers often call it "Writers Block" I call it "Modelers Block" you just don't feel like progressing on the modelling.

Matt Grunau
07-27-2006, 06:35 PM
I just woke up and felt like *damn* I feel like modelling a flower.. and thats how I got side tracked, sure I could have use that same time to make progress on the car. But hey the more I model the more I learn. :Drogar-BigGrin(DBG)

Anyway you know whats its like, writers often call it "Writers Block" I call it "Modelers Block" you just don't feel like progressing on the modelling.


Yeah, but Modelers block can take you away for weeks. :Drogar-BigGrin(DBG)

Steve_Arm
07-28-2006, 12:34 AM
Audi TT ? hehe :cheesy: thats great stuff, take care with some of your vertexs looks like in some places they *may* not be welded to gether or some other stuff is going one (please note I aint no expert, just my 2 cent!) :costumed-smiley-047
.

I'm no expert either! The techique with blueprints is very difficult, needs ages to adjust the vertices correctly.

Anhar Miah
07-30-2006, 01:47 PM
Some more stuff:

The Gallery:



http://i42.photobucket.com/albums/e320/Anhar/The_gallery.jpg

The Wire Frame:

http://i42.photobucket.com/albums/e320/Anhar/Gallery_wire.jpg

I dislike Interior stuff, but heck you have to learn to model everything.

Anhar

Matt Grunau
07-30-2006, 05:09 PM
Nice work. For more realistic looking renders (not saying your work is poor) break up your reflection and specularity with grunge/alpha mattes in spots. Imperfections in surfacing can really sell a render.

For example, this is a render one of my students did in Lightwave a year or so ago. The back of the ipod is scratched , dented, and whatnot. We took his actual Ipod, scanned the back of it, turned that scan into a B&W high contrast (inverted) and then applied that to the reflection surface. There are NO surfaces other than a base gray on any of the polys. The logo, type, letters, scratches, and everything visible came from simply cutting out the reflection.

The side has no matte to break up the reflection. There is quite a difference from the side and the back.

http://www.paramm.com/ipod.jpg

Anhar Miah
07-30-2006, 06:27 PM
thanks for the advice man!, yea I'm just learning more about texturing. Learning as I go along.

surf
07-31-2006, 03:50 AM
Rapier_100a is just saying that you should have scanned the corridor:D:D:D

Anhar Miah
08-07-2006, 03:37 PM
some more stuff:

Pucca 3d!

http://www.youtube.com/watch?v=iPeM7lHKdno

Fluid animation



http://www.youtube.com/watch?v=P0YJIwVz4ig


Anhar

Steve_Arm
08-08-2006, 02:31 PM
Glu3d nice plugin, I should check on it.

KingVidiot
08-09-2006, 08:54 PM
Spline modeling is definately the way to go for certain non-organics. Some would argue you can do facial modeling with splines, but I usually don't see the point (forgive the pun).

Great work so far.

I love spline modeling. My long-time tool of choice has been Animation Master, which only uses spline patches (until render of course). The models can be infinitely smooth without subdivision surfaces. Facial modeling, as well as total character modeling is its forte.

Many features of Maya and Softimage were on AM going way back. The company just prefers to remain small and is still relatively unknown. Do a search for "Killer Bean 2" if you want to see some nice work in it by Jeff Lew, who has to use Maya for work, but uses AM for his personal stuff.

Curtis_Rhoads
08-11-2006, 01:38 AM
KingVidiot, let's not forget the famous ALIEN SONG video, done in Animation:Master by Victor Navone! :-)

surf
08-13-2006, 02:26 AM
some more stuff:

Pucca 3d!

http://www.youtube.com/watch?v=iPeM7lHKdno

Fluid animation



http://www.youtube.com/watch?v=P0YJIwVz4ig


Anhar
I like the fluid ;)

KingVidiot
08-13-2006, 08:40 PM
KingVidiot, let's not forget the famous ALIEN SONG video, done in Animation:Master by Victor Navone! :-)

Good call, I forgot about that one. That short got him a job at Pixar.

He was responsble for several major scenes in The Incredibles, among other movies.

Anhar Miah
08-19-2006, 08:20 AM
Bullet time test:

http://www.youtube.com/watch?v=b3wqzQL75nM

Enjoy

surf
08-27-2006, 03:24 PM
cool. where was the power coming from?
I have made this video an unvisible object:
http://www.smart.atw.hu/dolgok/lejatsz.swf?filmhelyx=320&filmhelyy=180&filmhelyload=alapbumm.swf&filmhelycim=alap-bumm

Anhar Miah
08-28-2006, 07:44 AM
basically, the "bricks" had a slight gap to start off with and the collision set to high values, then when I ran the simulation the bricks hit each other and "exploded" thats it really.

Nice video :)

Anhar Miah
09-06-2006, 09:09 AM
Some more stuff:

City Fly By Test


(untextured)

http://www.youtube.com/watch?v=iP0Bt9hWtZ8

Enjoy

Anhar Miah
09-08-2006, 09:54 AM
I've done some Fire tutorial by Allan McKay (I think its the same dude who done superman returns)

FIRE:


http://i42.photobucket.com/albums/e320/Anhar/FIRE1.jpg

Daniel Skubal
09-08-2006, 12:41 PM
Woah would you mind doing a tutorial or at least a simple walkthrough of the brick explosion test?

Anhar Miah
09-08-2006, 05:42 PM
“Bullet Time” Walkthrough:

In this walkthrough I will show you how to achieve that much sought after “Bullet Time” effect as used in the Matrix, of course doing this effect in real life with cameras is very expensive since a lot of cameras and equipment and set-up is required. The principle is very simple, just snap a photo of the object from a 360* “ring” and then play those photos back to give a sense of “frozen in time” feel. In 3d apps this is extremely easy to implement.

My method is probably not the best way to it, however it’s the way that I found that worked for me, I’m sure there is probably a better way to do it than this way if I ever learn it then I’ll re-do this tutorial.

What you needs: 3d app and any good NLE (Video editor)

I’m assuming your familiar with your 3d app.

(1) Create a bunch of “bricks” and arrange them into a wall pattern, best done using copy/clone and paste.
(2) Create a ground plane to that the wall rests upon it
(3) Use your physics simulation to simulate the bricks collapsing/falling etc
(4) Place a camera and set up the view/ any movement you want (camera motion)
(5) Scrub though the animation and find the spot where you want to “freeze” the scene.
(6) Note the number of this frame.
(7) Render out the entire animation sequence and name the video file “Normal Time”
(8) Now go back to your scene and go to the “freeze” frame (the one you choose earlier) and select all elements (including the camera, very important).
(9) Now copy all the selected items and place them some where away from the originals.
(10) Hide the original elements or delete them and re-save the scene with a different name.
(11) On your cloned items, select all the “bricks” and delete all keys frames EXCEPT the “freeze” frame itself, this way the position of the bricks are frozen in that position for that frame
(12) Move the camera around the “frozen” bricks and MAKE SURE TO end the camera position the same as the initial starting position
(13) Render out this “frozen” segment and call the video file “Frozen time”
(14) Fire up your NLE, and place the “normal time” onto the video track, then go to the “freeze” frame and split the video at that point.
(15) Load in the “Frozen time” file and place this IN-BETWEEN the Split
(16) Hopefully if correctly done then the video should play normally then “freeze” and go around the objects then resume at normal speed again.
(17) Render out Voila!

Daniel Skubal
09-10-2006, 02:31 AM
Wow, thank you very much for that tutorial! It seems fairly logical, it's just a bit of a daunting task to swim through the Maya interface without much knowledge of the program to start with. So thank you very much Anhar! This is very much appreciated.

Anhar Miah
09-26-2006, 07:45 PM
Mobile Phone/ Cell Phone

Yet another WIP (which I will probably never get around to finishing)

http://i42.photobucket.com/albums/e320/Anhar/Mobile_wireframe.jpg

I just wanted to add that no reference images OR measurements where used, (just eyeballing it)

Matt Grunau
09-29-2006, 09:32 PM
Mobile Phone/ Cell Phone

Yet another WIP (which I will probably never get around to finishing)

http://i42.photobucket.com/albums/e320/Anhar/Mobile_wireframe.jpg

I just wanted to add that no reference images OR measurements where used, (just eyeballing it)


You have to render this one out. Please finish it, and give us a pic or seven.

Anhar Miah
09-30-2006, 06:17 AM
I'll try, but I have to finish modelling it first :) Then the worst part.... texturing it, boy I hate texturing stuff.

Anhar

surf
10-14-2006, 03:15 AM
Sorry, not to be here, but I have just moved to the capital (I am a university student :D), but I do not have permanent internet yet :(

Anhar Miah
11-02-2006, 05:15 PM
Global Illumination + HDRI

Mugs:

http://i42.photobucket.com/albums/e320/Anhar/Mugs.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/Mugs_wire.jpg

Info:

Used some wierd settings, ended up taking near 1 and half rendering time.

Anhar Miah
11-03-2006, 09:15 AM
A slight Update on the mobile model

Mobile WIP:

http://i42.photobucket.com/albums/e320/Anhar/Mobile.jpg

Anhar

surf
11-04-2006, 11:30 AM
that is cool. I am still stucked with raytracing :(

Matt Sconce
11-04-2006, 01:42 PM
I have now subscribed to this thread! Cool stuff!

Anhar Miah
11-06-2006, 07:19 PM
Well, been at it again:

CCTV:

http://i42.photobucket.com/albums/e320/Anhar/CCTV.jpg

Wire:

http://i42.photobucket.com/albums/e320/Anhar/CCTV_wire.jpg

Anhar

Anhar Miah
11-14-2006, 09:12 AM
Pad Lock:

http://i42.photobucket.com/albums/e320/Anhar/Lock2.jpg

Wire:

http://i42.photobucket.com/albums/e320/Anhar/lock_wire.jpg

Anhar

Anhar Miah
11-18-2006, 09:45 AM
Sorry, this was a rushed one, should have used real diemensions/references, they look like bottles :)


Bullets:


http://i42.photobucket.com/albums/e320/Anhar/bullets.jpg

Wire:

http://i42.photobucket.com/albums/e320/Anhar/BS_wire.jpg

Anhar Miah
11-22-2006, 10:54 AM
Testing out refractive, and caustic type pictures:

Broken Glass:

http://i42.photobucket.com/albums/e320/Anhar/Broken_glass.jpg

Wire Version:

http://i42.photobucket.com/albums/e320/Anhar/Broken_glass_wires.jpg

Help me! I need a faster computer :( rendering times are killing me.

surf
12-09-2006, 06:05 AM
wow. cool ics. I have just done a little "winter animation" for the TV of uni.

Anhar Miah
01-01-2007, 08:02 PM
So, since its been a while, and had an hour to spare...

CMOS Chip:

http://i42.photobucket.com/albums/e320/Anhar/CMOS_CHIP.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/CMOS_wire.jpg

Anhar

twocik23
01-02-2007, 03:37 AM
Anhar looking real good. The only thing I'm noticing in your grabs is that there seems to be a little grain. Not sure if this is intended, but I've had the same problem with a few of my renders.:)

Anhar Miah
01-02-2007, 07:19 AM
The grain is due to me using lower render settings, if i wanted I could easly up the setting to remoive them, but the render times go up really high to the point where "I just can't wait that long" :) hence I'm waiting untill the day I get a faster machine.

For now, I'm not too worried about grain (sometimes it adds a nice touch), though I must admit, if you take a look back to some older renders (screwdriver) you can see that I have reduced the amount of grain alot than before.

Cheers for the comments!

Andrew Brinkhaus
01-02-2007, 10:18 AM
Care to expand on your HDRI process a little Anhar?

twocik23
01-02-2007, 12:23 PM
"The grain is due to me using lower render settings, if i wanted I could easly up the setting to remoive them, but the render times go up really high to the point where "I just can't wait that long" hence I'm waiting untill the day I get a faster machine."


Yea I see what you mean, in maya if I don't render it in production motion blur grain will show up. Yes my first machine took forever, but I was able to get a loan and got a G5 with 8 gigs of ram works fine for now, but would love the new one."




"sometimes it adds a nice touch"

I totally agree, your work has gotten really good. Keep them coming! :thumbsup:

Anhar Miah
01-02-2007, 08:28 PM
Care to expand on your HDRI process a little Anhar?

Its nothing fancy, I guess the process may differ depending on which renderer you use, but on Vray you simply load a VrayHDRI map into a free material slot and then reference them into the Environment slots in the Vray settings rollout. I think there are lots more options that I myself have not done so, I'm learning as I go along.

try some of these links:

http://www.the123d.com/tutorial/general/hdri.html

http://www.tutorialized.com/tutorial/HDRI-Lighting-in-3ds-max/6308

http://www.hdrimaps.com/downloads.html (some FREE HDRI maps !)

hey twocik23, thanks again for the feedback, with 3d I get "Ups" and "downs" moment, sometime I just get a rush of an idea that I have in my head and then I just go model it. But other times, I just look at others work and feel totally amateur and out of depth.

I think I need to train up and get some "stamina" in modelling, because I feel that modelling for me runs in bursts of engery then I get all lazy and cut corners.

Don't know if anyof that makes any sense, anyways yea I will post more stuff whenever I get inspired.

J.R. Hudson
01-02-2007, 08:41 PM
Wow Anhar !

You have really grown ! Inspiring !

I have not touched the Space Bike and Corsair I was working on last year but just may open up some Softimage. I have tutorial from Digital Tutors I have yet too touch (Particles and Forces)

I had forgotten about my space bike :D :D

http://img42.imageshack.us/img42/3417/rfa6tm.jpg

I'm still at

http://img389.imageshack.us/img389/9613/corsair48hx.jpg

http://img507.imageshack.us/img507/2774/pro2bb.jpg

Anhar Miah
01-03-2007, 08:56 AM
hey John, loving those models!

Your wires are very sleek indeed, I think I need to start pushing the boat out, because so far I have not done anything really major, I would like to model an aircraft one day.

I think your plane is production worthy and would be excellent for comping' onto video once textured.

Thanks John for the positive comment.

Raptor365
02-16-2007, 12:56 PM
...because I feel that modelling for me runs in bursts of engery then I get all lazy and cut corners....

hehe. I think that's what's known as 'the creative cycle'.
There's peaks and valleys, that's for sure.:)

Raptor365
03-04-2007, 12:06 AM
Anhar, my last post has been up for a couple weeks. Can you give us an update?

I'm currently modelling a beer bottle. Sounds easy but the brown glass and accurate threads for the cap were tricky. I'm working in CD4 but still rely on max. I may try it in max anyways. Just a hello. Maybe we could compare if your not busy on other projects?

Anhar Miah
03-08-2007, 06:53 AM
Sorry Raptor365, yea been busy lately with other stuff, did this last night and got to use some photo textures. Really simple modelling and nothing too intense:

Triangle:

http://i42.photobucket.com/albums/e320/Anhar/Triangle.jpg

Anhar

surf
03-08-2007, 10:07 AM
wow. that is pretty cool. is that background rendered in the 3D app.? i cannot really decide where the focus point is. the left bottom side of the pic, or the top sphere?

Anhar Miah
03-08-2007, 06:02 PM
Hey Cheers Surf!

Its all CGI, the focus is the top marble, mind you the JPEG compression reduces the image a bit, maybe I should have had less shallow DOF. Anyway it only took about less than 10 minutes to do.

The idea was to mess around with photo-textures, and I think its fair to say that Photo-textures ROCK!

dougspice
03-08-2007, 06:19 PM
Wow, your work has improved tremendously in the time since this thread began. Keep at it!

Slimothy
03-08-2007, 08:59 PM
Hey Anhar, What did you use to texture and light your screwdriver?

Tim.

Anhar Miah
03-09-2007, 07:19 AM
The screwdriver was a simple chrome material (used from a online Tutorial) and handle was a simple red with some reflections.

The light was from a single source, pretty basic really.

Anhar Miah
03-10-2007, 07:12 PM
OK, decided to try interior type stuff, this did'nt turn out photoreal (I did'nt use GI or HDRI, that would have taken far too long, something like over 6 hours), besides the textures where not phototextures. As I have discovered, phototextures tend to look photoreal :).

Waiting Lounge:

http://i42.photobucket.com/albums/e320/Anhar/Waiting_Lounge.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/Waiting_Lounge_wire.jpg

Comments:

Objects such as chairs tables, plants and light are from Arch models, hehe Arch previz Industry pros also use pre-modelled stuff, I always use to think that "Gosh!, those guys must have spend a hell of a long time doing that!". Yea I know I feel a bit of cheater, but I'm learning...

I hope eventually I can do a proper photoreal Interior one day, just not yet though.

surf
03-11-2007, 11:04 AM
I don't like this so much, but I don't know why. Meybe it is like an oil painting.

Anhar Miah
03-11-2007, 02:05 PM
Yea, I'm not to happy with it myself, I dont know why maybe its the scale of things, my sister said it looked like a miniture "dolls House".

The sad thing is that I wanted to try and get it too look as close to other Interior renders look (semi-photoreal).

Anyway I'm going to experiment tons more, hopefully if it right I'll post it for sure!

Anhar Miah
03-12-2007, 05:04 PM
So Since I was none to happy about the last render, I went back to basic stuff, no real reason. I guess I need to learn more about render settings and material settings.

H20:

http://i42.photobucket.com/albums/e320/Anhar/h2o.jpg

Anhar

Anhar Miah
03-13-2007, 10:05 AM
This one has a nice story behind it, a few days ago I lost one of my USB pen drives, and it drove me mad because I had important work on it for a client. I looked for it over three days. In the end I found it! So what did I want to model after stressing over such a small thing?



USB:

http://i42.photobucket.com/albums/e320/Anhar/USB.jpg

Notes:

I actually modelled this in a lot more deatil than can be seen here, the actual terminal pins inside have been modelled but it can not been seen here, damn it feels a waste, but its I think its better to have detail then lack it sometimes. During modelling I knew the camera was going to be up close to thats why I needed the detail just in case the camera got that close.

Also learnt that making some edges soft via modelling and during rendering stops it looking CGI'ish

Slimothy
03-13-2007, 04:59 PM
Those are way cool Anhar, Where do you get your textures? Would it be hard for you to post a mini-tutorial on how you did some of them?

Tim.

Anhar Miah
03-13-2007, 06:22 PM
Thanks Tim, its a shame I can't nail the interior stuff. But I'm still trying to work on it. The H2O ones IOR looks strange, anyways I think I might need to wack up the caustics setting on that one.


I've found some of the textures online, I think the wood one is standard with 3ds max (not sure). But look around there is loads around, if worst comes to worst then grab your digicam and shoot them yourself :)

I'll post a mini tut on a seperate thread for an Idea I had this afternoon, so I'll try and document it as I do it.

Anhar Miah
03-14-2007, 08:01 AM
Got inspired the other day by a purfume advert in a glossy magazine, and did this:


Eau De CGI:

http://i42.photobucket.com/albums/e320/Anhar/Eau_de_CGI.jpg

Notes:

Not sure if the aspect ratio will be messed up here. My only concern regarding this one is that I could have increased the polys on the purfume bottle and added a slight bend to the modelled liquid.

I'll post a mini tutorial on how I made this after I've completed the write up.

twocik23
03-14-2007, 01:06 PM
Very nice!! Are you controlling the grain?

Slimothy
03-14-2007, 03:01 PM
Thanks Anhar, I'd love to see the tutorial.

Anhar Miah
03-15-2007, 07:52 AM
Very nice!! Are you controlling the grain?

Yes and no, some of the grain is from a slight shallow DOF focus (I did'nt over do it on this one) and some of it from the JPEG compressions (I think, there is a image loss from the original bitmaps) also I have not used production level settings (no need, it looks good enough with medium settings).

If I wanted to reduce noise/grain further its possible very easy to do (at the cost of render times) but then I dislike the "Super Clean" CGI look (kinda fake).

Anyways the mini tut should be up soon..

twocik23
03-15-2007, 02:01 PM
Yes I agree. I really like the grain, it gives the object/whatever texture. Very nice job!

Anhar Miah
03-15-2007, 05:52 PM
Thanks man, heres something I just finished, decided to model in ultra detail.:

Light Bulb:

http://i42.photobucket.com/albums/e320/Anhar/Bulb_mid.jpg


Close Up:

http://i42.photobucket.com/albums/e320/Anhar/Bulb_close.jpg

Notes: I'm tired :)

jeremytuttle
03-15-2007, 05:58 PM
The close up of that bulb is amazing Anhar. Great work. I would say photo real. Now can we see it light up:grin:

The floor texture is okay, this might look cool with a really rough concrete texture.

Slimothy
03-15-2007, 08:56 PM
Nice bulb Anhar,
You've been rocking out on this 3d stuff!

Matt Grunau
03-15-2007, 09:04 PM
great job Anhar! I especially like the perfume bottle and the way the "liquid" is so very convincing. I like the bulb to, though the texture of what it is resting on makes it kind of hard to see the bulb. Hard to see the refraction with that kind of texture. Small crit, though.

The filament kicks serious ass. Gives off its own light, and the refraction where the wires holding it as they enter the glass base is killer.

Have you experimented with Caustics? The will really help sell glass.

twocik23
03-16-2007, 01:06 AM
Once again, nice job! Ok now I'm going to get back into maya. Damn so much to learn, so little time. :)

Anhar Miah
03-16-2007, 09:18 AM
cool, thanks guys for the comments.

Yea that texture was ment to the wall and the light hanging with the camera from an underneath angle, I guess it also looks like its resting on the floor now that I look at it again!

Its a horrible texture and the Shallow Focus with JPEG compression makes it worse.

I've tried the caustics, but since the filament it not actually giving off light (although it should its a VRAYlight material, in theory its supposed to emit light) but I've not been able to get it too emit(must be some setting). The caustics ends up taking lots of time with weird results, so I avoided it. I plan on furture renders to do lots of caustics.

Now I've just got a deadline to do 3 interiors and 3 exteriors by Wednesday (eeek, for a Job interview), I'm worried because thats been so far my weakness and I need to nail it arggg?!

So I might post them and your comments and crits will be invaluable to me.

Raptor365
03-17-2007, 10:26 AM
You seem to do alot of technical type objects. But at the same time you have an artistic eye. You find a way to make everyday objects seem interesting.

Raptor365
03-17-2007, 10:42 AM
I'm still at



http://img507.imageshack.us/img507/2774/pro2bb.jpg

Looks like the p47? How'd you make out on that John? I'm working on an aircraft myself but it's for the fest so no details. I've tried box, cylinder and nurb splines and nurbs seems to be winning. The splitting and mirroring to perpare for texturing with bodypaint has been as issue. On my first attempts my UV unwrapping had spurious polys due to poor splitting. I think I've solved that. Oh well, all a part of growing up :) .

Anhar Miah
03-18-2007, 01:08 PM
Hey cheers Raptor, I think being an Engineer probably has something to do with those objects :)

Anyway tried again at those interior scene, its so damn difficult to pull off then smaller objects, I think its because on a larger scale you have to deal with light calculations that are that much more "per square area". With smaller objects the light calcuations is less "per square area" (if that makes any sense).

Found out that Interior scenes really, really takes long to render. I think the use of lights is CRITICAL, as well as the light settings. Interior scenes are not as easy as the pro's (check Evermotion website gallery) make them seem!

Bathroom:

http://i42.photobucket.com/albums/e320/Anhar/Bathroom_Int.jpg

Notes:

I'm not going to submit to the pre-interview, I've deciced I have way too much to learn about Interior/Arch pre-viz. I can always apply later when I can make the cut. Really high settings are needed to avoid noise (and hence large render times).

Raptor365
03-18-2007, 03:34 PM
Yes lighting becomes critical in a scene like this. Not that I'm an expert.
I ran across a web site with a 3d artist and posted the link in another thread but I'm in in the middle of watching nascar and have to do another post so I'll get that link tomorrow if that's cool. (I should tape these races.)
But he uses multiple lights of different intensities and colors, like 7 to 10 of them.

Everthing in the picture looks good but maybe the bathtub floor is a little too glassy. And it needs some good shadowing. But the model setup looks great.
Also maybe the radiator needs some rounding. Use a mesh smooth modifier.
Maybe on the toilet too.

Oh I gotta go before this race is over. Awl be bawk.

/Okay the race is over . I just caught the last 5 laps. Crap. Anyways here's the link.
This guy is crazy good with lighting. I usually think 3 lights are good. He uses tons.

http://www.3dluvr.com/carles/images.htm

I personally don't get too technical with the light equations. I know it's square root based per distance, or is that sine based? I forget now. Pretty close effect either way. Anyways I adjust and go for the look.

Anhar Miah
03-18-2007, 08:47 PM
some more interior testing, was unable to get the "sun" rays to work. Next time damn it! :)

3 Chairs:

http://i42.photobucket.com/albums/e320/Anhar/3Chairs.jpg

Notes:
I learnt that, you should use adaptive sub-d, and high Secondary bounce. Also using lights placed with windows are a must (for daytime simulation). Other settings such as "Exp" rather than linear are good for post colour balance.

Extra note:

Some noise in the dark areas are due to using only "Medium" GI solution as opposed to "High" production setting, these would take much much longer to render.

jeremytuttle
03-19-2007, 09:23 AM
Great new images Anhar, I can't believe you think you need a lot more work on interiors.

I do think the reflections on the tile are a little off. There seems to be some strip like highlights next to the window reflection above the tub that seem a little off. THis could be an output thing.

On the chair, I know the chair "covers" are suppose to be paper thing but it looks strange when some of the holes disappear into the wood color of the floor. Maybe cheat the thickness a little so some shadow gives it more depth? Not sure.

Great work other wise. You lighting is very nice.

Anhar Miah
03-19-2007, 02:55 PM
Thanks man!, its just that I still feel that it could be always better (I guess those Pro's have set a really high standard).

Saying that I think I'm slowly moving in the right direction, right now I still feel that I have'nt nailed the interiors 100% yet, or at least its not near enough quality as the pro's. I'm wondering if they are using some kind of Magic Mojo that they ain't telling us about :)

Holey Smokes! crikey I see what you mean about the chair, I just noticed it now, I think the colour of the floor and the chair cover thingy are similar it starts to disappear.

More tests are in order...,
But my bigger fear right now is Exteriors (I start to stress just thinking about it), gotta take small steps I guess.

Anyways road map is to do some exteriors, then move onto at least one vehicle, and then the ultimate goal Human Faces :0 !

Anhar Miah
03-21-2007, 04:33 PM
OK, just to throw in a teaser and to let you guys know what is in the pipeline.

As part of my "Roadmap" I need to do at least one Vehicle, Now those who have been reading this thread from the first post will remember that I was working on my BMW car, well THAT too has been now been scraped.

I started modelling the Mazda RX8, this was scrapped, then the BMW this has also been dumped. Now I've decided to start afresh and this time I really hope to see it through to the end, I guess I always get to a certain point and give up.

So I have decide to do the Audi R8, here is a WIP:

New Start (Work in Progress):

http://i42.photobucket.com/albums/e320/Anhar/Shell_Wip.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/AudiR8_wip.jpg

Note:

I really hope to find enough motivation to see it to the end.

Anhar Miah
03-23-2007, 09:50 AM
Audi Update:

Wing mirror:

http://i42.photobucket.com/albums/e320/Anhar/Wing_anglefront.jpg

Wing Mirror Wire:

http://i42.photobucket.com/albums/e320/Anhar/Wing_wire_A1.jpg

Audi Logo:

http://i42.photobucket.com/albums/e320/Anhar/Audi_Logo.jpg

Logo Wire:

http://i42.photobucket.com/albums/e320/Anhar/logo_wire.jpg

Body Update:

http://i42.photobucket.com/albums/e320/Anhar/Shell_V2.jpg

Body wires:

http://i42.photobucket.com/albums/e320/Anhar/Shell_wireV2.jpg

Ok, hopefully, wheels and grills should been done soon, and further detail on the body mesh, doors windows lights....

jeremytuttle
03-23-2007, 09:58 AM
Looking good so far Anhar.

Slimothy
03-23-2007, 11:27 AM
Anhar, you rock man. These things look great.

Anhar Miah
03-24-2007, 08:26 AM
Thanks guys, I need the motivation to carry on, I'm getting stuck on the wheels need more high res photos, but anyway I'll just "guess-timate" it :). I'm going to do the wing mirror again, since I found a new reference photo and it looks a bit off(hehe that makes it the 9th time I'm doing the wing mirror again..)

Raptor365
03-24-2007, 02:03 PM
The body shape looks great. Modelling a car looks like a huge challenge.
I have a few links to tire tread modelling that I can thow in. They may be for different programs but the process is adaptable ofcourse.

http://www.3d-tutorial.com/make_a_tire-94.html
http://www.tutorialized.com/tutorial/Making-A-Car-Tire/11120
http://www.tutorialized.com/tutorial/Model-A-Car-Tire/10396


The rims can be a symmetric cylinder with the inner circular cap removed.

Do you have to use a stock wheel? Couldn't it be a custom hub cap?

Do you know any car dealers that have this car in a lot? May you could take
some snap shots.

Keep on truckin' (er, car-in' ?) :smile:

Anhar Miah
03-25-2007, 12:53 PM
Cheers for those links Raptor! I'll be taking a closer look at them later.

I think I'll try find similar alloy wheels and take a photo of them, it does'nt need to 100% the same, just needs to look good :)

Update:

Fins, Lights, Exhausts

Front:

http://i42.photobucket.com/albums/e320/Anhar/Front_lights.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/font_wires.jpg

Back:

http://i42.photobucket.com/albums/e320/Anhar/Back_lights.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/back_wires.jpg

Notes:

Need to now do the Grills (polygon killer!) and then move onto the Wheels and windows (possibly rubber window seals alwell) then finally car body seams and cut out, after all that it can be assembled then it should be finished.

Also the fins have not been cut into the proper shape yet, this will be done after the body shell is cut out to accomadate them.

Anhar Miah
03-25-2007, 06:40 PM
Things have been moving a little more, now the basic alloy wheel is nearly done, the tires and further improvements is needed.

Wheels update:

http://i42.photobucket.com/albums/e320/Anhar/alloy_wheel.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/alloy_wheel_wires.jpg

Notes:

I need to model the nuts and add some more deatil at the hub.

Grrr, this is tough, need more engery...

twocik23
03-25-2007, 08:31 PM
Alright Anhar slow down so we can catch up. You're getting really good, with textures, modeling, lighting, etc... Nice job buddy!!! ;)

Raptor365
03-25-2007, 08:58 PM
Looking sweet Anhar. The tail-lights look perfect. Keep it up.

kai
03-25-2007, 09:37 PM
Lookin good man. Are you using HDRI for the lighting (like the audi logo, etc)?

TowerFan
03-26-2007, 02:01 PM
Hi Anhar,
I don't want to hijack your thread but since you moved on to a car, and someone earlier asked about photorealism, I thought I'd post a model I did of a McLaren F1.

Completed in LightWave 8.5, fPrime backdrop radiosity render with a HDRI image for a backdrop. No post work at all.

Anhar Miah
03-26-2007, 07:09 PM
Hey TowerFan welcome!

I'm more than happy that you have shown your work, I just hope my work is half as good as your work when its finished, its solid stuff.

I'm a beginner this one is my first proper attempt at a vehicle(well third if you include the non completed ones [as in scrapped projects]). Then I hope to move into Human faces, Or I might just don one "Exterior Arch" then move onto faces (not decided yet).

To answer Kai, yes I'm using HDRi, I've just fallen in love with HDRI and GI and its power towards realism, if you start to understand how to harness it, then things start to "come to life".

Cheers guys, will post hopefully more updates soon'ish....

TowerFan
03-27-2007, 08:55 AM
Thanks Anhar, I appreciate your opinion.

This model took me about four months, working almost daily. This is the result of following a 45 hour tutorial available at SimplyLightwave.com. Best modeling tute I've seen.

Thought I'd post it to give you some motivation to complete your Audi model. This was by far the hardest and most time consuming model I've done, but if you keep chipping away it'll get done.

Keep up the good work. BTW, I like the latest image you posted of the interior with the chairs. Great stuff!

Slimothy
03-27-2007, 10:48 AM
That's great stuff Tower. Looks pretty damn real. Feel free to post some more stuff!

-zach-
03-27-2007, 01:12 PM
a model I did of a McLaren F1.

Could you animate that to make it look like it was driving, or is this purely a 3D model that isn't rigged?

TowerFan
03-28-2007, 08:57 AM
Sorry Anhar, I really didn't want to hijack your thread. I just posted the McLaren to give a little motivation. I started another thread with some of my completed projects to show others.

Zach, I replied to your question there.

Anhar, keep up the great work, I'll be following your thread!!

http://www.dvxuser.com/V6/showthread.php?t=92305

Anhar Miah
03-29-2007, 10:30 AM
Ok, I have not had much chance to work on my project in a few days, but managed to to some work today, not much just the disk and tire and nuts are now complete, the only part remaining is the actual disk brake and logo on the hub cap/alloys.

Slight Update on Wheel:

http://i42.photobucket.com/albums/e320/Anhar/Wheel_v1.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/Wheel_v1_wire.jpg

Notes:

This stuff is really a polygon hog, things are not yet slowing done, though I can see when I start to put it all together things may slow down a bit.

Anhar Miah
04-01-2007, 11:52 AM
Some more slight update, now working back onto the shell/body, hopfeully when the body is done, the parts should just fall into place.

Shell version 3:

http://i42.photobucket.com/albums/e320/Anhar/Version3.jpg

Wire:

http://i42.photobucket.com/albums/e320/Anhar/V3_wire.jpg

Back View:

http://i42.photobucket.com/albums/e320/Anhar/Version3_back.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/V3back_wire.jpg

Notes:

Need to do windows and door/window seams as well as "sharp lines" contour.

Anhar Miah
04-04-2007, 08:15 PM
Hmm slight detour

Nokia 6300:

http://i42.photobucket.com/albums/e320/Anhar/Nokia6300.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/Nokia_wire.jpg

Notes:

Not happy with some faces, they have been messed up.

Anhar Miah
04-05-2007, 04:39 PM
Well I fixed up the face, I re-did the entire main body. So I'm happy.

New Version:

http://i42.photobucket.com/albums/e320/Anhar/Nokia_closeup2.jpg

TowerFan
04-05-2007, 05:46 PM
Nice render Anhar. I must say that even though the wire frame is kind of hectic the render looks really good. Keep it up!

Anhar Miah
04-06-2007, 06:08 AM
Cheers Towerfan, yea the second one I redid the mesh model because it was making some weird render artifacts. In the second one it has now been fixed.

Now back to the Car hopefully :)

surf
04-11-2007, 11:26 AM
wow Anhar, you have too much spare time :D
I wish if I could have some.
Now I am working on the uni TV's design like making textboxes, ans animating logos, wishes. its 3D and also 2d compositing.

Anhar Miah
04-24-2007, 10:39 AM
Just a repost, I did'nt mean to hijack raptors thread so, I'm posting it here in the right place.

These are just TESTS, not finisehd works, so bear that in mind, I posted it in raptors thread after he was asking why no one was posting!

anyways more details are available in that thread about the pics and video:

http://i42.photobucket.com/albums/e320/Anhar/th_VSets.jpg (http://s42.photobucket.com/albums/e320/Anhar/?action=view&current=VSets.flv)

http://i42.photobucket.com/albums/e320/Anhar/face.jpg

anyways I have'nt forgotten about the car, will do it just when I get anough free time.

Slimothy
04-24-2007, 11:52 AM
That looked great Anhar. How long have you been doing 3d work?

Tim

Anhar Miah
04-24-2007, 05:34 PM
cheers Tim ! well it would be just about a year I think, (year and half?),

I did dab my toes back about 5-6 years ago with Calig Truespace (it come on a Mazagine Cover) and thats when I started to play with it, did some of the tuts that came with it, was really difficult but rewarding, propably only spent two days tops on it though and then uninstalled it.

Only about the time I graduated in 2005 I started playing with Blender, becuase I found some stuff online that intrigued me, but soon (less then 1 week) uninstalled it, did'nt really understand it fully.

I saw some VFX works and this sparked my interest in 3d, so much VFX nowadays relies on 3d, I deciced to take the plunge and see what all this 3d stuff was really like...

Fast forward to now and I'm dreaming of something big, but its a LONG road, I'm dreaminng of making a full blown CGI film, the technology and software is there, but the skill and talent and motivation is what I need to work to bring it too life.

I know I'm at the bottom of this HUGE mountain, but we all need to chase our dreams right?

I guess it does'nt matter if you shoot pixels or render them, in the end its all about filmaking, thats why I digg DVXuser, its for Filmmakers by Filmmakers.

Taking one small step at a time :)

Raptor365
04-24-2007, 07:42 PM
I should have know you were busy with the cg. You always have something new to post.

You spend more time with lighting and cameras than I do. Your stuff always reminds me to get some DOF.

Looks good as always.
A real girl huh? What are you using for chroma keying? Or is that using an alpha channel?

anesthan
04-27-2007, 05:36 AM
Hi

Good work Anhar. I look forward to seeing more fine renders.

I think you have started to inspire some of us to try some 3d stuff again.

Anesthan

Anhar Miah
04-30-2007, 03:32 PM
I am quietly working on a new animation poject, I was struggling to decide if I should let you guys know or, just have a big surprise. But I can't keep secrets ! so watch this space...

Raptor365
05-05-2007, 01:18 AM
Can you tell us how long the animation will be?

30 seconds took me a couple weeks just because of rendering:

noticing the timing was not right or looked fake, bad antialiasing, bad angle, forgot the DOF, scenes dont match, accidentally moved a part of the model off axis, program went non-logic and scrambled my model due to insuff ram, forgot to put the 'mirror' in the mirror, landscape is on a seam, explosions looked fake, timing is off, need a new angle, blurred prop is causing everything behind it to unblur-need a multipass,backscene is reblurring,re-render-adjust,re-render-adjust,re-render-adjust,re-render...good the hell enough.

they're coming to take me away haha, they're coming to take me away...(its a song.):)

Anhar Miah
05-07-2007, 03:57 PM
Its going to be 2 mintues 22 seconds long, I've done the simple story bord first and then did an previz animatix (or whatever its called, basically low poly boxes just to get the timming[music] and animation as well angles)

Sadly I've been knocked back by work and stuff, and one scene is really killing me, I feel like pulling my hair out, but the workflow is helping things in a sense.

Thats all I'm gonna say about it at the moment!

Anhar Miah
05-09-2007, 03:04 PM
Some more recent work:

Urinal:

http://i42.photobucket.com/albums/e320/Anhar/Urinal.jpg

Notes: Yes, the tiles are modelled, textures are never enough during close ups.

Don't worry my animation and car projects have not been dumped, I'm doing them here and there.

Raptor365
05-10-2007, 03:28 PM
That is one nice looking urinal. Never thought I'd say that.

Anhar Miah
05-10-2007, 05:42 PM
Cheers Raptor,

I saw this diagram at work yesterday, so I made a quick sketch, I used that to do this next model.

I was going to ask you guys to try and guess what it was But I thought, you would have to be some super nerd to know it so I just skipped that Idea :)

Class 153 DMUs Saloon Heater:

http://i42.photobucket.com/albums/e320/Anhar/Saloon_Heater.jpg

Notes:

Although you can not see it here, the bolts and grills, and hose clamp have been modelled in high detail, which is great because they have now been added to my digital assests.

Anhar Miah
05-13-2007, 12:41 PM
Thought I'd model a watch..

Time Less:

http://i42.photobucket.com/albums/e320/Anhar/Time_LessV2.jpg

Notes:

Some unpleasent reflections where removed in post, this was due to the glass having a slight distortion in its shape. It was easier to remove in post then re-model and re-render.

Raptor365
05-15-2007, 12:40 AM
Hey Anhar. Its like in the past two weeks you lifted up a floor board and found the holy grail.

I figure at 600 dpi for an 8x10 glossy 24 bit your running 86 meg. So I'd run the last three off at that res if it takes two days and print them at a real photoshop. That interview is sounding much better now.

/Maybe, just an idea, have someone over in photoshop do a mockup for a magazine cover and print that off too.

Anhar Miah
05-15-2007, 07:26 AM
Hey Raptor, I'm bowled over by your positive feedback!

For a while there I thought the last renders was so awful that it did'nt even warrant a comment :)

I still need more improvement in lots of areas, my texturing for example really needs to get much, much better, thus far I'm using too much on procedurals, I've only done basic texturing

The idea of printing them is an excellent one, thus far in the past I've taken rubbish home inkject print outs (on plain paper) and they look rather dull!

So do you think I that 2K res render would do for 8x10' or should I go the whole 4K?

Cheers Man!

P.S hows your Aircraft animation project going? any updates?

Anhar Miah
05-15-2007, 02:15 PM
Hehe, just learned of the power of Projection Mapping:

http://www.youtube.com/watch?v=AgA_ymkPf1o

Oh boy, I've got ideas...

Raptor365
05-15-2007, 10:04 PM
...So do you think I that 2K res render would do for 8x10' or should I go the whole 4K?...

...
P.S hows your Aircraft animation project going? any updates?

I'm not sure what you mean by 2K or 4K but you'll need around 600dpi.
So for an 8 x 10 inch thats 4800 pixels width by 6000 pixels height.

The aircraft animation is done for my brothers short 'Hoffnung'. It runs about 35 seconds. It goes by in a blink. There are 5 shots. It's really rushed as far as story telling goes so it's bam bam done. I'm not posting any previews/stills because there are only 5 shots. I'll provide a link once it's up in a couple weeks. I think I did what the story was asking but I could easily have done several minutes if the alotted time was there and I had a few more months to spend on it. But it's a short story, not a long one Ha. I think I did alright though.
-Thanks.

/ Haha. Let me clarify just in case. The short itself is close to 6 minutes. My spitfire stuff is 35 seconds.

Anhar Miah
05-17-2007, 08:01 AM
Academy 4K 3656 × 2664 1.37:1 9,739,584
Digital cinema 4K 4096 × 1714 2.39:1 7,020,544
3996 × 2160 1.85:1 8,631,360
Academy 2K 1828 × 1332 1.37:1 2,434,896
Digital Cinema 2K 2048 × 858 2.39:1 1,757,184
1998 × 1080 1.85:1 2,157,840 [1]

and further

http://www.rideau-info.com/photos/mythdpi.html


Sorry Raptor, don't take it that I'm trying to rant on you, I'm way to ill (got a bad cold) and zero engery to even give a proper explantion of what I meant by 2K and 4K (as in film resolution, I should have said it before), so please do excuse my lazyness right now (just pulled stuff of google, cuz I'm too ill right now to explain) :)

[1] http://en.wikipedia.org/wiki/Display_resolution#Television.2Fmovies

Raptor365
05-17-2007, 09:02 AM
Okay, tomaytoe tomahto. Pixels per inch then.
The 2K 4K thing is digital film standard according to that article so what does that have to do with paper? (But it's nice to know, thanks.)

600 pixels per inch is still what you'll need for a half decent 8 x 10 glossy.
So don't be getting all technical on me mister. :)
And I hope you get better soon.

Anhar Miah
05-17-2007, 04:47 PM
thanks Raptor I'll set the DPI to that, my brains gone all fuzzy, I've been walking about today so thats good news. Bad news is I have to go to work tommorrow argggg..

To top things off I got a reply from an UK Games company, they gave me a damn modelling test to do (4 in total) !! :)

So anyways 90% been done (they have time limit 8 Hours max, I have'nt gone over it) but,damn I feel bad, becuase if I was well I could have put more energy and concentration into it. Oh well whatever will be will be.

I'll propably post it after the results from the company, (I might be digging myself into a hole, because I've already got a place to do my Masters in September, but if I get offered then I can't say no, eeeek what to do???)

Man why can't I just clone myself then I could do both :))

TimurCivan
05-17-2007, 05:11 PM
wow that urinal was AWESOME.

Raptor365
05-17-2007, 05:53 PM
thanks Raptor I'll set the DPI to that...

No, I mean the point is to have a real photoshop do it. Not a home printer. Compare any home print job to a studio 8x10. C'mon. Give it to the pros.
Ask them what they want to do a good 8x10 and give it to them. Don't take a home print job to any employer. Why would you? You wouldn't. So don't.

//Again probably another misunderstanding. :)
Ya know what's throwing me off is that British accent. Yeah, that's it.

/// And if you need lighting tips on that urinal, or someone to trip over it, Timurs the man. (Crazy with the lights that guy).

Anhar Miah
05-18-2007, 11:31 AM
hey Timur, yea man thanks for the comment !

Oh man, cheers for the tips, I'm going to look around some print shops. Thats a new angle I had'nt thought about credits to you man! :)

Damn, I need to start nailing down these 3d projects I'm starting too many and half finishing them, thats a real bad habit, so once every sunday "I pledge to do, do to, to do, sir, yes sir, sir yes"*(with Honours, ala Men In Black 1) (Army Salute) :))))

P.S I'm feelin much better today (yay)

Anhar Miah
05-22-2007, 02:06 PM
MosQ:

http://i42.photobucket.com/albums/e320/Anhar/MosQ_final.jpg

MosQ Wireframe Render:

http://i42.photobucket.com/albums/e320/Anhar/MosQ_wires.jpg

Notes:

Done for a speed model Contest, win or lose it doesn't matter was fun doing it!

Slimothy
05-22-2007, 02:21 PM
Anhar,
What style modeling do you use?

Tim.

Anhar Miah
05-22-2007, 04:23 PM
Mostly poly and sometimes box, lathe, loft, spline, extrude, boolean. Basically whatever is needed to get the job done.

I've heard and seen great things done with NURBS I've tried it but with very limited success.

But yea,I think its a case of "more than one way to skin a cat" sort of thing.

But the funny thing is, its the opposite of sculpting, instead of starting off with a block and chipping away, you start with nothing and slowly add stuff on.

Dare I say it, I think I'm at the "modelling is relaxing" stage :shocked:

Anyways, texturing is an area I really need to expand on, I'm really interested in that Bodypaint (C4D guys) , where you can just paint straight onto your model (that to me seems more natural to me). But then I'd need to get a decent tablet, hmmm need money...... :)

oneinfiniteloop
05-22-2007, 05:05 PM
Mostly poly and sometimes box, lathe, loft, spline, extrude, boolean. Basically whatever is needed to get the job done.

I've heard and seen great things done with NURBS I've tried it but with very limited success.

But yea,I think its a case of "more than one way to skin a cat" sort of thing.

But the funny thing is, its the opposite of sculpting, instead of starting off with a block and chipping away, you start with nothing and slowly add stuff on.

Dare I say it, I think I'm at the "modelling is relaxing" stage :shocked:

Anyways, texturing is an area I really need to expand on, I'm really interested in that Bodypaint (C4D guys) , where you can just paint straight onto your model (that to me seems more natural to me). But then I'd need to get a decent tablet, hmmm need money...... :)

I just picked up a Wacom and can't wait to dive into Bodypaint with it...I'm modeling a shoe in a cartoon style and it'll be great to "paint" some diffusion on.

Anhar Miah
05-24-2007, 02:51 PM
My 2nd Entry to that speed modelling contest:

Red Ant:

http://i42.photobucket.com/albums/e320/Anhar/Red_ant_final.jpg

Wire Mesh Render:

http://i42.photobucket.com/albums/e320/Anhar/Red_ant_WireMesh.jpg

Notes:

The ant is painted red, since this is a modelling contest, texturing is not required, so only simple procedurals was used.

TowerFan
05-28-2007, 11:11 PM
Great stuff Anhar, keep it comin'. I like the speed models you did. You have a link for that competition? Looks like fun!

twocik23
05-28-2007, 11:13 PM
Anhar that looks awesome, you're on your way!

Very nice job

Anhar Miah
05-29-2007, 02:12 AM
Someone else won, oh well :)

the links:

www.3dm3.com

Join up, they have a new speed contest "Gates" (not bill gates) :0

Raptor365
05-29-2007, 12:29 PM
links: = Jaw drops to floor. Must...get...better.

Anhar Miah
05-29-2007, 02:46 PM
well, they are some of the best CG artist in the world, so yes they are the big guns, (mind you there seems to be a circle of web pages, they are all loosley interlinked, because I see the same guys on all of those "Big" CG sites).

But I'm slowly chipping away, learning, refining, getting inspired and pushing harder.....

Anhar Miah
05-29-2007, 05:23 PM
OK, now since I pulled out of my 3d job application (I decided to do the masters than go for the Job) plus I did'nt have the energy to finish the character model. I can now post the tests that I did.

There was two parts, one was the low poly (500 triangles limit) 3 objetcs, barrel, wheel, tree.

Then there was the Character modelling test, reference pictures was given (concept drawings) and I was told to model, texture and then render. Well Since it was actually my first character model, it was not to good, plus I really needed another top view reference (also it actually didn't align, it was hand drawn, so that was a major pain).

Anways its not great (all had to be done in 8 hours time limit) so please don't moan at me :)

was it a loss since I'm not even applying? no at least I got to model my first character, hopefully with more practice I will be able to do better next time :)


Low Poly Tests:

http://i42.photobucket.com/albums/e320/Anhar/Barrel.jpg

http://i42.photobucket.com/albums/e320/Anhar/Tree.jpg

http://i42.photobucket.com/albums/e320/Anhar/Wheel.jpg

Character Test: UNFINISHED

http://i42.photobucket.com/albums/e320/Anhar/Monster_render.jpg

Notes: The Character test mentioned that the final destination would be 96 X 96 Pixel sprite !! so real ultra details propably don't matter at that size

Anhar Miah
06-03-2007, 11:55 AM
2nd Speed Modelling Contest Entry:

Air Cadet Gates:

http://i42.photobucket.com/albums/e320/Anhar/Gates.jpg

Wires:

http://i42.photobucket.com/albums/e320/Anhar/Wires_mesh_GATES.jpg

Notes:

Well, went the extra mile and modelled as much as I could within the 5 hour limit. But because its large object the camera shot needs to be pulled back, and you don't really get to see all the detail, anyways..

Isaac_Brody
06-03-2007, 03:47 PM
Anhar, your progess is inspiring. Keep it up. Are you a Max user?

Matt Grunau
06-03-2007, 05:33 PM
I think he uses Maya.

Anhar Miah
06-04-2007, 02:11 AM
I'm a Max user, but thinking about Maya (the particle and fluid system is unbeatable, also I hear organic modelling and character animation is stronger)

Cheers guys.

Anhar Miah
06-05-2007, 04:35 PM
Ah, the noble art of chess..


Gary:

http://i42.photobucket.com/albums/e320/Anhar/Gary.jpg

Notes:

one thing led to another..

Anhar Miah
06-10-2007, 04:21 PM
3rd Speed Modelling Contest (Medical Instrament)

Medicare:

http://i42.photobucket.com/albums/e320/Anhar/Medicare.jpg

Mesh:

http://i42.photobucket.com/albums/e320/Anhar/Mesh_medicare_render.jpg

Notes:

I'll probably start uploading these models for sale.

twocik23
06-10-2007, 06:43 PM
WOW now that looks good! I really like your lighting, texture and models. I can't seem to figure it out yet (texture, lighting, etc..), my textures look really horrible and smeary sometimes, and my lighting isn't that great.

Anhar Miah
06-11-2007, 11:21 AM
Hey twocik, thanks for the feedback, just found out today that the time limit on this contest was 3 hours and not 5 (which was the time limit last time) :)

The thing with texturing that I've found out is that you have to make sure you have enough resolution (detail) if you can its best to use seamless tileable textures to cover large surface areas, as for lighting Global Illumination and HDRI (also IBL, image based lighting) all help to add alot of realism.

Try using GI+HDRI+IBL+seamless/high resolution textures. +High render settings (really helps if you know also what the settings does as well) :)

twocik23
06-11-2007, 12:43 PM
I've touched base with most of them, but I'm not that strong there yet. I've bought some of the digital- tutors dvds, maya dvds and help out a bunch, but maya is a really hard program to learn fast. :violin: I just covered soft and rigid bodies, and some particles stuff. You know these dvds jump from one thing to the other.

Matt Grunau
06-11-2007, 02:30 PM
3rd Speed Modelling Contest (Medical Instrament)

http://i42.photobucket.com/albums/e320/Anhar/Mesh_medicare_render.jpg



I don't wanna know how many polys are in that microscope.


Nice work.

Slimothy
06-11-2007, 10:21 PM
Anhar,
How do I use HDRI/GI? Is it like V-Ray where I have to buy it seperately?

Anhar Miah
06-12-2007, 07:39 AM
Not really, if you have max, you can use GI on with the scanline render, you just need to put a skylight and turn on the light tracer or radiosity option on.

Interestigly you can also use fake "GI", looks almost as good but doesn't take as long, search for a max script called "E-light", I use it often when using scanline render for animations, and it automatically produces hundreds of lights in a dome shape to simulate GI.

Or you could use Mental ray with also ships with max and that too has some advanced GI (final gather?) and should also be able to do HDRI (though I don't know how you do HDRI in Mental ray, I'm sure a quick google will turn up a ton of tutorials)

Also I forgot to mention using adpative anti-alising (bad spelling) AA for short goes some way to get rid of that sharp electronic "CG" look (also using high polys on round objects helps further I've found).

yea, I'm no expert I'm still learning, but Its what I've found to work for me.

Raptor365
06-12-2007, 11:20 PM
http://i42.photobucket.com/albums/e320/Anhar/Medicare.jpg

Some crits:
The joint where the plastic of the structure joins with the metal needle is too long. Usually the platic is much shorter. (about 1/3 the length shown)

Also the syringe looks more applicable to animals as it is a bit larger.
Maybe that's what they gave you to model to but it's too big for standard human hospital work. Unless it's procedure specific but not conventional.
Length is right but width should be skinnier for typical arm/leg work.

Some herion addicts and diabetes patients I know have very expensive needles/setups that look like nascar hotrods compared to the stock needle shown here.


Otherwise very nice Anhar. You are suprising me with every post.

Anhar Miah
06-13-2007, 07:37 AM
thanks for the crits, yes I made mistakes here and there its far from perfect (it was all done in 5 hours) :)

Well, guys I JUST WON hehehe! :thumbup:

But in doing so I think I wipped up a storm over at that other forum, seems like dispite going over the time limit they made me the expception:tongue:

Raptor365
06-19-2007, 12:10 AM
You won? Congrats.

I was wondering what you did for the knurled grip of the xacto knife?
Looks like a coil/thread maybe? But it works.

Also was that little box on the wall in the test too?

Anhar Miah
06-19-2007, 06:00 AM
No coil, just modelled the diamond shape "bump", via bevelling/rotating etc.. I did a close up render that shows more detail:

Also the mains AC plug was in the test too.

http://i42.photobucket.com/albums/e320/Anhar/Knife_closeup.jpg

anyways, I haven't been active in 3d as of late. I'll probably do something when inspiration hits me..

Raptor365
06-19-2007, 07:54 AM
Thats alot more detail than I expected looking at the original shot.
Good job.

I hope to be back at it in a couple weeks too.

surf
06-28-2007, 02:59 AM
which program do you use for stitching photos? (for ie. hdri)

Anhar Miah
06-28-2007, 11:40 AM
I think its called HDRI shop, I have'nt personally made a HDRI map myslelf yet, I know the method, just waiting to by a new digital camera my current one is bust.

surf
07-01-2007, 07:38 AM
I see

surf
07-05-2007, 06:40 AM
this is one of my earlier shorts, but I have just uploaded it

http://uk.youtube.com/watch?v=lzRnrZ643fU

Anhar Miah
07-05-2007, 09:38 AM
weird, but funny, I'm guessing the orange was CG?, hard to tell with the compression. Nicely comped.

surf
07-12-2007, 01:13 PM
yes, the orange is CG, and the sky is composited on most of the shots.

Anhar Miah
07-18-2007, 12:16 PM
Random inspiration

Classroom:

http://i42.photobucket.com/albums/e320/Anhar/Classroom.jpg

Notes:

Interior scenes can grow in polygon size, this leads to longer render times, this render has some noise issues in the darker regions, although some post work may be able to remove this, my Photoshop skills are nil at the moment.

I wanted to add a few more props but the render times put me off mood.

Tom Marshall
07-18-2007, 12:41 PM
Put a clock on the back wall there... :)

triplej96
07-18-2007, 03:10 PM
that class room looks real nice Anhar.

Drew Ott
07-18-2007, 08:29 PM
Great stuff.

I'm just getting started and my stuff is terrible compared to yours. I am using Blender though, and I hear the learning curve is pretty steep.

Anhar Miah
07-19-2007, 06:51 AM
hey thanks guys, I should have some more stuff coming soon.

/bballplay, just keep at it, I've found that doing tutorials goes a long way.

Cheers!

Drew Ott
07-19-2007, 11:28 AM
That's what I've found helps. I can do the tutorials that are step-by-step clicking, but the ones with modeling where there aren't exact instructions are proving to be very difficult.

Anhar Miah
07-19-2007, 12:38 PM
don't worry, in time you will find that as your confidence and level increases, you will start to skip past the step by step, eventually it will become just a rough guide.

Drew Ott
07-19-2007, 12:42 PM
I'll keep working.

Thanks for the encouragement.

Anhar Miah
07-20-2007, 08:28 AM
Our Real life house extension proposal. After receiving approval from the Local Council, I was requested to produce architectural pre-visualisation along with a 2d plan for our builder. After three days work this is the result, it was printed on A4 sized photo paper and thankfully everyone was extremly pleased with the final result, the idea was understood by everyone.

Planned House Extension:

http://i42.photobucket.com/albums/e320/Anhar/Extension.jpg

2d Plan:

http://i42.photobucket.com/albums/e320/Anhar/Front_extenstion.jpg

Notes:

At first, I used a brick texture, this however looked fake, so instead I decided as I've done in the past to model a brick and make copies and hand place them (virtual brick laying) and the result now is even when the camera zooms all the way in you get to see each individual brick.

Also a mistake was spotted, the windows have the handles on the wrong side (they should be inside)

lastly, a camera mathed movie with the extension composited was made, however sliding errors meant that it had to be dropped, I do however plan on making a working version later.

surf
07-20-2007, 09:05 AM
here's a short with my brother and his friend. there some 3D and CG in it.

http://www.youtube.com/watch?v=FCtjyqDAMVQ

Drew Ott
07-21-2007, 01:35 AM
Good work Anhar. How long did "virtual brick laying" take? Was there any specific process you did to to speed it up or to make sure the pattern stayed the same?

surf
07-21-2007, 02:21 AM
i would have used just texture.

Anhar Miah
07-21-2007, 06:36 AM
Well, I lined up by eye, then copyied up, then deleted some, rotated copyied,, nudged etc. All in all about 1 and half hours, ,

As for using textures, yes thats how most people do it, but textures breakdown as soon as you get close ups, also textures does not allow you to place individual bricks in the right pattern you want, look at the window frame topside. Lastly its great for realism because it has actual geometery rather than bump mapping.

Once I get around to doing a video (camera tracked), you will see the advantages of using "virtual bricks" over texture mapping.

surf
07-21-2007, 07:42 AM
yes that is true. workflow depends on the requested quality.

Well, I lined up by eye, then copyied up, then deleted some, rotated copyied,, nudged etc. All in all about 1 and half hours, ,

As for using textures, yes thats how most people do it, but textures breakdown as soon as you get close ups, also textures does not allow you to place individual bricks in the right pattern you want, look at the window frame topside. Lastly its great for realism because it has actual geometery rather than bump mapping.

Once I get around to doing a video (camera tracked), you will see the advantages of using "virtual bricks" over texture mapping.

Anhar Miah
09-26-2007, 04:51 PM
Its been a while, a client wanting something pretty simple, made to correct dimensions.

Bespoke Stainless Steel Catering Table:

http://i42.photobucket.com/albums/e320/Anhar/stainless_table.jpg

Note:

Basic workflow, completed very quickly

Matt Grunau
09-28-2007, 12:54 AM
Every time I see your work, I see improvements not just in modeling, but in lighting and texturing too. But do us geeks a favor and include a wireframe with the main pics.

My only crit about the house render is the texturing from the main roof to the part that angles up. A definite texture change, the shingles from the main roof dont blend with the shingles of the angled part. UV texturing of the roof, with that portion of the geometry inclusive would help.

You are getting very good. Keep up the work.

Anhar Miah
09-28-2007, 05:28 PM
Hey thanks matt, yes I'll include wires again, I just assumed no one was interested!

Your right about the texturing, I was going to actually model each roof tile, but since the bricks was modelled, the whole thing was starting to get really slow.