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September 29, 2009
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re-working the coke commercial w/ a 3D cup

August 20, 2009

ScreenshotScreenshot-1

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Matching the lighting scheme

March 2, 2009

To save render time on recreating a similar lighting scheme to my reference photo, I created a new layer apply a lambert to the entire scene except for my final gather emitters. basic_light_rig_3

reference

reference photo

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Lighting and Texturing

February 18, 2009

These are a few test renders of what I got so far. I’m still dealign with refraction issues, but for the most part, I’m getting the hang of using the mia material x in Maya. texture_render-copy

With final gather emitters, I was able to get the light box, working.

texture_render_v2-copy

With the tikki mask, I used the cutout opacity tool to create those holes in the mask.

render-copy

Here is an example of the glass shader, with textures on it. For bottle textures, I used logos I found online, brought them in as color, then converted the photoshop file to black and white (white being the transparency of the bottle) and filed it into the transparency of the shader.

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Christmas Lights

February 2, 2009

In testing these new lights for my scene, I decided to experiement with Final Gather in Mental Ray. I decided to use Final Gather in lighting the scene with the christmas lights. xmas_lights

xmas_lights21

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A few basic lights

February 2, 2009

To save render time, I’m going to approach this preoject by lighting the scene first, and texture it afterwards. I believe if I were to fully texture it first, I’ll end up waiting for render time that isn’t needed. Using my reference photos, I started to set up some of the different lights. There aren’t any hard shadows in the scene, due to all the bounce lights. lighttst_01

in this test render, I’m attempted to mimic some of red light that spreads from what would be the illuminating Neon sign.

lighttst_02

My  goal with these lights are to capture that warm mood I’m refering to from my photos.

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Finally!!

February 2, 2009

Because I’m not too fond of modeling, I am very happy to say it is done. I believe there are a few things that could be added here and there, but for the most part it matches the look I’m going for.  It took quite a bit of time, and there are still things that need to be troubleshoot, but here it is for now.

latestmodel1

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Bottles, Bottles, Bottles!

January 28, 2009

At this point, some would think I’m an alcoholic, considering my latest post shows 20 different liquor bottles modeled to the T using Nurbs.  I basically googled every bottle that could be found in the Rail, brought it in as reference in Maya, and modeled it using a revolved curve. I’m currently working on the draft beer dispensers, and will continue refining details over the rest of the week whenever I can make it back to the Rail to take more pictures. bottles

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Starting fresh

January 26, 2009

So after a few complications on the worm project, I’m currently on the back-burner for the next few weeks. Until then, I’ve decided to make this my new and main priority project. The project consists of me modeling, texturing this local bar in Savannah, the Rail. So far I got most of the basic layout done, and currently working on making the bottles. Details will progess this week after I make a trip back to the Rail to take more pictures.barmodel_v1

So far, I got the stools/ chairs done, the christmas lights, and the basic layout on everything else. I’m currently obssesed over this Kabookee mask I want to model well. We’ll see where it goes.

bar_ref

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New Script and Renders

January 21, 2009

newcomp

new_script