Showing posts with label CG Pipeline. Show all posts
Showing posts with label CG Pipeline. Show all posts

Thursday, 7 May 2015

CG Artist Toolkit: Maya Tutorials & Film Reviews Submission Post

Pipeline 2: Games Modelling


Pipeline 2: Normal & Occ Maps


Pipeline 2: Diffuse Maps & Viewport 2.0

Dynamics 1: Intro to Particle Dynamics

Saturday, 21 March 2015

Lighting & Rendering Part 2: Mental Ray Part 11 (Mental Ray Proxies)

This is the outcome from the mental ray proxies tutorial.







Lighting & Rendering Part 2: Mental Ray Part 10 (Motion Blur)

This is the outcome from the first part of the motion blur tutorial.

This is the outcome to the second part of the motion blur tutorial.
Motion Blur by 1
Motion Blur by 5
Maya 3D Motion Blur
Maya 3D Motion blur with Shutter Opened

Thursday, 19 February 2015

Lighting & Rendering Part 2: Mental Ray Part 8 (Displacement Maps)

These are the outcomes from the Displacement Map tutorial.
From Mudbox
Mental Ray Approximation Editor created 
Displacement Map
Vector Displacement Map
Final Rendered Image
Toadstool Vector Displacement Map

Displacement Map Bounding Box (1.5 by 1.5 by 1.5)
Displacement Map Bounding Box (3 by 3 by 3) 
Final Rendered Image of Toadstool

Sunday, 1 February 2015

Lighting & Rendering Part 2: Mental Ray Part 6 (Mia Material X Shader)

This is the outcome from the Mia Material X Shader Tutorial where each sphere has been assigned to a Mia Material X shader with different presets given to them.

This is the basic materials
I blended the materials with each other with differnt blending strengths

Saturday, 24 January 2015

Pipeline 2: Game Assets Maps Part 11 (Using Viewport 2.0 for Look Development & Rendering)

This is the settings set for the scene and the final rendered image for Pipeline 2 Tutorial.
Settings
Final Rendered Image

Pipeline 2: Game Assets Maps Part 10 (Shield- Normal Maps Using Xnormal & Photoshop)

This is the diffuse map for the shield completed, and it has been combined with the flag's diffuse map.

Shield_Flag_Normal_Map
Flag_Shield_Diffuse_Map
Diffuse Map Plugged into the Lambert Shader (CU of Shield)
Diffuse Map Plugged into the Lambert Shader