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For the interior views I use physical sun sky shader, area light with portal light shader and global illumination. I overlayed master, mask, AO and Reflection rendering layer to give the shadow and reflection.
This model I develop from miterm. I use three loft and mesh combine each other to create the form and extrude the surface. I use the similar stratery rendering and give distict spatial experiences.
This is one model I develop from the beginning of the class. I sculpt a torus and use selection tool create detail, extrude the surface and give diffferent materials. I use QTown Mel to give the site content. I use master, mask, AO and Reflection rendering layer generate from Maya and finally compositing in Photoshop. This model I focus on exterior and give bird view and pedestrain view.


this is my final project, it is a combination of everything we learned this quarter, from nerbs modeling to polygonal modeling to interior and exterior lighting to render passes and render layers. In this project, I wanted to create a Residential Tower or Art Museum. The shape(s) are poyl cubes with an extrude faces (keep faces together not checked) than i checked the keep faces together, to create the windows and the frame system for the structure. than ran a MEL script to dupilcate and detach those faces to create windows. added materials and started to make render layers and start the process of saving the images as TIFF's and then i used photoshop to create (my little lie) what you see above. I used Qtown2.0 to create the city context, and scaled and placed my design with in and rendered. for the exterior shots, and for in the interior shots i used this same design one was takeing from the sculptural room the white material rooms as seen in the exterior, and the last image is of the abstract painting room, located under the sculptural room as seen with cut outs of the "mass" to show the structure.