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OK, enough with the flight thing in Star Trek, While I’m searching in my hard drive, I found this model, the AT-ST Walker. I downloaded this 3D model long time ago and would like to credit the author (the site was http://www.theforce.net/scifi3d/) but got lost in my hard drive. Well, I changed and added some like lambert, phong, rigging, and more. The background is a HDRI file and downloaded free in the internet (again, there’s no name to credit).

Anyway, here are some images I made (created in Maya, rendered in Mental Ray, and Adobe After Effects):

AT-ST Walker

AT-ST Walker

I’ll test animate later…

Update (10-13-13):

Rigged and ready to animate in Maya. I tried rigging in Blender, but in Maya is a different approach–should be careful when pressing keyboard ‘coz it deformed my character at the end, so I rigged this thing twice.

rigtest

Here’s a sample, testing the light and shadow.

at-st

Here’s another project for my next test animation: Clouds and Fluid particles on Maya; rendered in Mental Ray with composite and Adobe After Effects for lights. I noticed that Maya’s default renderer is faster than Mental Ray and both have similarities (though, not all), but Mental Ray’s setting for adding background is easier.

Star Trek NCC-1701

Here’s a sample of strawberry I created in Maya. The polygons are heavy, based on the tutorial I saw in YouTube. Though, the tutorial was Maya 2013, it can also be done in Maya 2011. Rendering this image is fast if the final gathering is off in the render settings of mental ray.

Sample image rendered in mental-ray (3 point lighting)

>>A sample of polygons in occlusion.

A sample of polygons in ambient occlusion

>>Another render in mental ray with environment lighting.

Rendered in mental ray with final gathering, and camera depth field setting. The image size is 960 x 720 pixels and rendered in 48 minutes…holy macaroni.

>>Here’s another sample, and this time I created just a simple sphere modeled and added a strawberry texture, and with another image for the bump setting (…googled and downloaded the fruit texture). Moving these polygons in a shaded environment of Maya is easy, unlike the first model I created (the file size is big if you have lots of strawberries).

Just a normal texture, and walahhhhh.. here’s the outcome. The final gathering is off (to speed up), and rendered in mental ray.

Rendered in mental ray

Update: Here’s another sample, adjusted the specular setting, and rendered in mental ray. Using the camera’s depth field it produced this kind of effect… nice, but it rendered more than an hour.

Rendered in mental ray

My first uv mapping,  then applied textures on  the futuristic gun I modeled in Maya–rendered in mental ray.

Playing with textures

After modeling the subject, here’s a sample of the futuristic gun I created from Maya–rendered in mental ray. I learned that the inset feature in polygon modeling is the other way around–pressing extrude > esc > scale inward, and also noticed If I want a clean edges for the ‘Insert Edge Loop Tool,’ I select first all the vertices then merge it.

Here are the other samples and added laser effect:

As a newbie, I modeled the head in blender 2.63a, now I’m stuck in the hair particles. Rendering the hairs takes time and the hairs overlap on the head model (something I have to learn later). Comb feature in the hair particles is nice. The problem with hair doesn’t show in cycles renderer, even the textures I put in the eyes. Now, I have to bring it back to the default renderer-blender internal, going back and forth, change this, change that materials. Its the hair again…ugh. I’m stuck.

Head modeled in Blender, but rendered in Maya software.


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