Sunday, March 8, 2020
Twinkle Shah: Rendering in Passes - Flashlight Model
I wanted to make some more renderings of my flashlight model because I wanted to try to make it look more like a flashlight than my previous renderings by positioning it in a better composition and by adding a light ray coming out of it, illustrating the flashlight's purpose a bit better. I came up with the following final renderings through passes. I used a reflection pass, a beauty pass, a toon shader pass, occlusion, and more. I separated the reflection layer into separate layers by material with my clown mask and used those layers differently in each rendering. I also used Photoshop's Hue/Saturation tool to adjust and tint the different parts of the rendering to produce a different effect. Overall, I am much more happy with the results by this process rather than using Keyshot's default render pass options.
Isaac Wieland: Render Passes
Concept: My model is an adaptation from my 3D Print project. I started with the same radial symmetry focus but created 3 layers of struts instead of 1. I wanted to keep the facets fairly visible on the model and wanted textures that could highlight them. I also wanted the object to have a relatively simple outer edge, but get more and more complex as your eyes are drawn towards the center.
Procedure: I used the same design process as my 3D print project for the model, but layered 3 sets of struts instead of 1. I also chose not to wireframe the design, and only used one pass of Catmull Clark. for the passes, I mainly used Shadow, Diffuse, Occlusion, Reflection, and a light and dark specular pass. I made one metallic render and one glass render. For the metallic render I focused mainly on both specular passes, as well as the occlusion pass. For the glass render, I focused mainly on the reflection and diffuse passes.
Materials: The metallic render was mainly built up of purple anodized aluminum, with polished chrome and black metallic paint for the specular passes. This was done to create a metal surface with multiple different reflection methods on it. The glass render was an emerald gemstone base and green solid glass to fill in the form and color more. Metallic paints were used for the specular passes.
Procedure: I used the same design process as my 3D print project for the model, but layered 3 sets of struts instead of 1. I also chose not to wireframe the design, and only used one pass of Catmull Clark. for the passes, I mainly used Shadow, Diffuse, Occlusion, Reflection, and a light and dark specular pass. I made one metallic render and one glass render. For the metallic render I focused mainly on both specular passes, as well as the occlusion pass. For the glass render, I focused mainly on the reflection and diffuse passes.
Materials: The metallic render was mainly built up of purple anodized aluminum, with polished chrome and black metallic paint for the specular passes. This was done to create a metal surface with multiple different reflection methods on it. The glass render was an emerald gemstone base and green solid glass to fill in the form and color more. Metallic paints were used for the specular passes.
Hayden Staples: Artistic Renderings
For my artistic renderings I wanted to make my flashlight look like they belonged in polar opposite environments. It was made to resemble ancient Egyptian art and so the first location is in the desert. For the second Composition, I put it in the ocean.
Process:
Using the different render layers that are available to me through Keyshot, I created a Photoshop file. Using the Layer command in Photoshop, coupled with color balance I was able to make each version of the light look different.
Materials:
For the desert version, i wanted it to look like something out of a tomb and so I made it gold with the studs at the bottom the bright jewels.
For the ocean version, I wanted it to look like it was emanating power. So I increased the amount of light coming from the inside. I also wanted it to look more like a burnt coral/brass so I adjusted the color of the beauty layer and increased the reflections to make it look polished.
Trieu Luu: Artistic Render Passes
Concept: For this project I used the model for the 3D print project, but rendering it using the passes we learned in class. The first image is a more basic composite that focuses on showing off the model, while the second image is representative of the idea the model is based on.
Process: Both images used the same render passes beauty, specular, ambient occlusion etc. With the exception of the second image not having a ground shadow or reflection pass due to its perspective. The second composite uses several hue and value adjustment when brought into photoshop while the first only had some value changes.
Material: The first render is a smooth mahogany wood material to make it seem more like a statue or decor sitting on a table. While the second image is made up of a rough black metal material to look more like a big overbearing tower.
Clay Purdy: Render Passes
Concept
For this project I wanted to make a composition using the different render passes that I knew I couldn't get from a single render off of Keyshot. I really wanted to create subtle undertones and unique lighting.
Process
For the rendering process and photoshop layout I just followed everything Professor Scott had shown us in class. I wish I could say I had an intentional design process, but I really just messed around until I liked what I saw. For the second composition I inverted the colors on the X-ray layer to make it lighter.
Materials
I used various metals, plastics, and glass for the different renders
Saturday, March 7, 2020
Sarah Bergs: Artistic 3D Render
Concept:
Since we were allowed to use any model we wanted to, I decided to use a model I had made in Maya for my Capstone project. It's a battle axe nicknamed Glitter because it has a magical property of it that can temporarily turn creatures into gold. Considering Keyshot has a wide library of metal textures, I knew it would have good options to try and recreate the shine of the weapon and reinforce its affects.
Process:
My first focus was to get the right level of shine for the axe-blades. Yes they're gold, but it shouldn't be as reflective as a mirror -- there's been some wear and tear on them. Next was trying to decide what to do with the smaller bits of metal that help keep the weapon together. They also needed to look roughed up from combat, but I could not just copy from the blades themselves. The handle was the simplest, just applying a rough leather.
Moving the layers into Photoshop for combination was fairly easy, the only concern was sorting out which layers should be in which order. For the reflection, I copied the beauty layer, flipped, and used the perspective warp on it, along with a layer mask and gradient to get it to fade away the closer it got to the camera.
Materials:
On the blades is a brushed gold metallic material, with the roughness adjusted to lessen the shine of the faces. For the smaller metallic areas, I used the flaking-paint metal texture, then went into the material settings and adjusted the colors to be closer to gold and steel, another way to show how worn down the weapon has become over time.
Monday, March 2, 2020
Bayang Flores: Project 2 (3D Print)
CONCEPT
For my project, I wanted to try and create an infinitely looping structure similar to a mobius strip that can be used as a sculpture or some sort of art installation. TopMod is really well suited to creating infinite loop models so I thought this to be a good fit for the assignment.
PROCESS
To create the mobius strip, I started with a cube and extruded the faces so that it extended into a cross. Afterwards, I used the "create handle" tool and played around with the different segment amounts and weights to create the first halves of the loops. After finishing the top half, I deleted the cube bases and connected the bottom halves of loops together. The program crashed quite a bit during this process, so I had to start over time and time again.
MATERIALS
Since this was intended to be an art installation, I used a rainbow metal brush on the model to make it look more lively. I chose this hangar environment to emulate a type of modern art display, although I considered putting it in a playground as well.
Subscribe to:
Posts (Atom)














