Monday, May 30, 2011
Andrew Emmet: Final Renders
These are my final renders. The first two are exterior approaches to the building. One from atop the hill and one from down the hill looking up. I was imagining it as a vertical farm with glass terrariums as growing spaces. The interiors are of the only two occupiable spaces, a platform at ground level and at the buildings top level (looking down)
Jose Mendez: Final Work in Process
Jon Sandoval: images for final
Sunday, May 29, 2011
Andrew F. Scott: Interior Shot
This post is a follow-up to our classroom demonstration on render layers and photoshop compositing. The above image represents the finished image. The model was 3d scanned into the computer and as an added bonus the texture files generated during the scanning process were mapped to the object. In the future I will pay a little more attention to this aspecvt of the scanning process. In the illustrations below I will provide an overview of how the image was generated.
This is the beauty image that was created in maya using mia_material_x along with global illumination, ambient occlusion and final gather.
The sky lights an window grillage were added to create shadows within the interior scene.
A mask layer was created to isolate all of the elements within the composition.
The directional lighting was adjusted on the window to cast longer shadows of the window grillage.
I made the decision to reduce the reflectivity of the wall elements so that it would read as concrete or stucco on the interior. Volumetric lighting effects were added in photoshop tp accentuate the fenestration of light from the exterior.
In the final image custom photoshop brushes were created to reproduce the concrete wall texture and cracks. Shadow masks were created to isolate the shadows in maya.
Pedro Pesantes- Week 9- Form
These are going to be post processed in photoshop. I plan on having a night rendering with a forced perspective birds eye view, a day render from the outside of the stadium at eye level, a day render from the field as a player, and a day render from inside of the mobius. I started playing with the grass fur modifier in order to have a basis for post processing more grass in photoshop.
Saturday, May 28, 2011
Andrew Emmet: model for final
These are the render views that I'm using for the final renders. The building is a scaled down version of the coiled midterm skyscraper. It would be a vertical farm, set in the woods. The glass elements are suspended terrariums. I included the hypergraph network for an environment shader that creates the forest surroundings. Instead of using one image, I used a cloud texture that I edited to look like the dappling of a forest canopy and included a transparent material to thefirst color and a specially placed image of a canopy.
Tuesday, May 24, 2011
Andrew F. Scott: Week 9 Inspiration
Milos Vlastic, Vuk Djordjevic, Ana Lazovic, Milica Stankovic Serbia
Evolo2011 Skyscraper Competition: Hydra Skyscraper. Honorable Mention
Hydra is a skyscraper that investigates the possibility of creating a power plant that uses hydrogen as source of energy. The international community recognizes hydrogen as a key component of sustainable energy system for the transportation, industrial, residential, and commercial sectors. The power is produced through electrolysis and could be stored in batteries and transported by truck, pipes or cables. Another interesting part is that the by-product of the process is clean water.Its exoskeleton is built from grapheme, the basic structural element of carbon allotropes such as graphite and carbon. Grapheme has a high thermal and electric conductivity and is two hundred times stronger than steel. The idea for the Hydra skyscraper is to harvest energy from lightning storms and store the power in several mega-batteries located at the base. The project also includes a research facility, housing, and recreational areas for scientists and their families.
Monday, May 23, 2011
Andrew Emmet: photoshop rendering
Bartholomew Mangold: Materials and Lights
In the first picture I've started to apply some materials to my model. The rough brick pattern was made from a bump map of an image file and also a fractal texture. in the second picture you can see the same brick pattern on some of the forms. I also used some area lighting in some darker places to brighten them up, specifically under the ADA ramp system on the left of the picture. Some of the brick texture didn't really work out so well and was really distorted but overall I think it worked out alright.
Sunday, May 22, 2011
Pedro Pesantes _ Mobius
I decided to go with this mobius structure from earlier in the quarter to make the stadium I want to create. It will be surrounded by water and house a 360 degree walkway in the inner layer of the mobius. Unlike before where I wanted to have the mobius cur out on the inside so that it would act as a canopy for the spectators, this structure will be an outer rim which is fully enclosing an outdoor stadium.
Saturday, May 21, 2011
Jose Mendez: Lighting
In this scene I created a glass house similar to that of Philip Johnson's. By using the sunsky shaper, area light with a portal light to light the inside of the glass house. By rotating the angle of the sun I was able to created scenes of how the sun enters the glass house at different points of the day.
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