Texturing


Scott The Making of Corruption in 3DS Max

animatic of 3d sculpture corruption being built

Corruption.avi (320×240, 1.1MB, MPEG4 video)

Now:

Corruption was essentially my effort at something like a fine art sculpture, but with 3DS Max instead of ceramics. Saved file versions and test renders from along the way make up this visual roadmap to how I achieved the final sculpture and image effects.

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Scott Hot Line

Hot Line 3d image of live wire with dark scratching

Now:

The bad is easily the texture on the circuit tracing shapes and the dark beveling that doesn’t look right.

The good is the fairly intense glow and light vs. dark values, plus the sort of shiny scratches among the dark areas. Almost as if old copper was being scratched to reveal fresh-bright redness underneath.

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Scott Vortex

Vortex Energy Tunnel Rendered 3d

Now:

My favorite aspect of this piece must be the funky greenish texture of the walls, everwhere the circuit traces are not etched. It’s both blockish and nicely grungy and tarnished, like metal with some sort of fungus growing on it. If only I had come up with textures as inventive for the rest of the materials, this might have more appeal overall.

After Hallway, this is the second in what is essentially a series of mine in “corridors”. I guess I just enjoy the long perspective shots (or have compositional stutters).

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Scott Hallway

Hallway 3d rendering

Now:

A very simple piece, this is probably the most basic modeling I’ve used in a rendering. It might have been fine, but the materials and lighting don’t feel like they do enough to add significant interest to the basic modelig setup.

On the other hand, I think I still enjoy long perspective shots. This was made before I had experience using depth of field, and it might have been nice to see some of that employed here; I have to admit I have a soft spot for distance and compositions that pull the viewer into the frame with great depth.

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