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3D

product renders

by lala on Mar.01, 2009, under Renders

Recently i asked few of my colleagues to give me products (car models, perfume bottles etc) to experiment with product renders. below are results, modeling credit goes to relevant modelers (naeem,raja,atyeb,farhan,safi,jab) happy viewing,

Vehicle Gallery

more will be coming soon…

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arch viz previous 2008 work images

by lala on Jan.03, 2009, under Renders

below are images from projects on which i have been involved at Evolve Studios. Greatful for their permission to let me add those here. Their website is not updated but sooner you’ll see more / complete projects / videos on their website.

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CofeeBar RealTime Visualization WIP

by lala on Dec.21, 2008, under RealTime

last month i had a chance to participate in interesting real time visualization project with EVOLVE Studios. this is third output build where following are done

  • RealTime Reflections on Floor, OK
  • Artwork/ Assets Lighting / Baking process test, OK
  • Pano Image testing working,OK
  • All basic type of shaders (baked GI,cubic reflections,metal,videos) are working,OK

offcourse right now you can go outside, but in final version this won’t be allowed and things will be interlinked properly.

AG_Cofeebar

AG_Cofeebar

Download Executable. Run in FULL SCREEN MODE, when asked and for navigation use MOUSE and “WSAD”

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Shot2:raja (WIP)

by lala on Nov.23, 2008, under Renders

so precise status is

process 1: extracting raja from BG

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process 2: matching tracking all cameras (specially moving ones)

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remaining process will be (soon i’ll put estimate dates for finish, once i get some free time)

  • modeling / shading environment
  • animating props
  • rendering
  • comping
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Shot1:car shot WIP

by lala on Nov.22, 2008, under Renders

precise update is:

steps Done:

  1. matching tracking(boujou)
  2. assets / animation (maya 2009)
  3. shading (mental ray)
    for assets / props (car/glass) i used “mia_material_x_passes” and for bgPlane i used mrProductionShaders(to catch reflection / shadow as alpha)
  4. rendering setup (passes / renderlayers)
    2 basic layers (foreground & background)
    foreground contains (car and glass) passes extracted are (diffuse, specular,reflection,refraction,occ,motionblur(toxic,2d))
    background contains (bpPlane as object. car and glass primary visibility off) mia_matteShadow was used to capture shadow and reflection in separate passes

Current Look/Acheivement

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steps WIP and issues/Doubts:

apparently all basic passes are connected and almost close to final look. see this

Lastly feel free to add / comment and help to improve.

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quest 3d tips for starters like myself

by lala on Oct.01, 2008, under RealTime

hopefully me,jab,master will keep adding more n more replied here in up-coming days

exporters:
there are almost 3 exporters out there on web (panda from some UK guy, cgr from orignal company and another one)
panda works best for me for sure right now
cgr didn’t worked perfect, crashed max but it has a shader which is similar to orignal application and it lets you setup everything in max and even lets you view this as well.

approach 1: using panda exporter

  • needs to reimport data in quest and save pool / manage ( save cgr file)
  • becareful about naming convention its hardly workable right now
  • do shaders setup again for reflection / refraction / GI / alpha / transparency

approach 2: using cgr exporter (native)

  • directly export cgr file (good plus)
  • can also setup shaders in max (good plus)
  • just thinking why it hanged…

workspace/project/data management:
as a newbie best approach is
1- save workspace file
2- save default project pool in same folder with suitable name e.g (main file.cgr)
3- save all – so everything will be udpated and in same folder (temp project should be removed right now)
4- import data(.x/cgr) with new pool name and save in same folder

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