What happened when some experiments about creating condensation on glass collided with a melancholy disposition. Below some procedural material tests too. All done in 3ds Max + V-Ray.
When I posted my Nakagin Capsule Tower series of images a while back, some of you asked if I could elaborate on how I created the road material. The road is a minor element of the shots, but it was also one of the trickiest. Despite the modest area of the image it occupies, it’s one … Continued
After I posted my Danny’s Dream short a few weeks ago, a few people wrote to ask about the V-Ray settings I’d used to render the sequences in about 5 minutes per frame. Instead of answering individually, I thought I’d post and discuss my settings here. A few general comments to start with: First of all, … Continued
There’s some seriously illuminating news on the horizon. First of all, Archviz legend Peter Guthrie has updated his HDRI sky shop, the go-to place for serious HDR skies, which is now located here. So if you haven’t yet, make sure you update your bookmark. The shop is now incidentally called PG Skies, so I can … Continued
CG artists in advertising, VFX, the game industry, and visualization often seem to pursue contradictory goals. While some use computers to conjure up the impossible, others go to great lengths to replicate the world. Yet they do have something in common: More often than not they strive to make their art, however fantastical, look real, … Continued
UPDATE: note that there were some bugs in the scene as originally uploaded (including missing hair&fur modifier on the chair). I’ve now uploaded what should, hopefully, be a fully working version. If you bought the scene, you should be able to download the new version for free. The latest archive is called Norsouth3.zip. If you don’t … Continued
Just a little render of the famous armchair by Gio Ponti (though I took some liberties with the fabric). The good thing about this is that I’m giving away the 2K version of the hand-made glazed brick texture you can see in this image. These are tileable diffuse, spec, normal, glossy and displacement maps that … Continued