About // I wanted to do a project which would allow me to focus on my material and lighting skills and less on modeling. The goal of this project was to produce a photo-realistic render with a larger goal of furthering my understanding of materials and lighting. 3ds Max was used for sub-d modeling, Photoshop was used for texture map creation, Mental Ray was used for rendering.
The food looks really good ! But the knife and chopping board looks too clean. The board needs more visible knife marks, and the blade need some scratches, possibly only in the specular.
Keep going !
Abrvpt - Thanks for the feedback. I'll add that to the to do list for this piece. I'm going to take a breather from this for a week or so and work on an environment.
awesome lighting. Could I ask what sort of set up your using for that room interior?
The objects closest to the far wall - their shadows appear a bit soft. Maybe they would feel a little more fixed onto the wall with the shadows hardened just a little bit?
CIB - Thanks, I'm using Mental Ray as my renderer and I'm only using a sun and sky or day light system with GI and Final Gather turned on, I also have exposure control turned on. I also modeled everything to scale, I believe that helps out. The soft shadows are a combo of the GI and AO map in the material once I do a final render I'll add a tighter AO pass for contact shadows in post, hopefully it works out the way I planned.
Are you planning on doing anything further with the floor? It's turning out nice, but I could totally see it with like, an area rug or a large tile design.
Here is some art test redemption. I wasn't happy with what I finished during the deadline so I put some more time to bring it to a more finished level.
Programs Used // 3ds Max / Mental Ray / Photoshop / Ddo / Ndo
About // The design brief for the concept is a near future underwater drone which could be outfitted for various tasks. The concept process started with a blockout model to work out joint functions and build a rough silhouette.
During this project I'm also furthered refining my limited UV workflow. The goal of the workflow is to enable high quality renders to be produced during the modeling process with only the use of a box UV unwrap set texture scale across the model. Once the design process has finished traditional methods and tools can be used on the completed model.
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About // I wanted to do a project which would allow me to focus on my material and lighting skills and less on modeling. The goal of this project was to produce a photo-realistic render with a larger goal of furthering my understanding of materials and lighting. 3ds Max was used for sub-d modeling, Photoshop was used for texture map creation, Mental Ray was used for rendering.
Modeling // 3ds Max
Texturing // Photoshop
Rendering // Mental Ray
Keep going !
The objects closest to the far wall - their shadows appear a bit soft. Maybe they would feel a little more fixed onto the wall with the shadows hardened just a little bit?
Update