A few new ones from the other part of the series we were working on. Still focusing on high realism and detail, just striving for a bit different mood overall.
All models by my associate Jim Dunk, texturing done in 3D Coat, materials and lighting developed with Vray RT. Final renders at 4.5K X 2.5K. Post in Photoshop.
I also revised the previous corkscrew images (just post changes)- updated here.
Comments and critiques welcomed.
Updated versions of first corkscrew:
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June 21 / 09
This is a sponge material I was testing for a job. The concept was to do detail images of various body parts made out of kitchen cleaning type sponge material for a cosmetic company. The job went away, but I liked the material. I developed the basic textures relying on RT, but because it uses SSS and displacement it was only useful to a point.
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Been developing some mats for an upcoming project and have been finding RT a life-saver. I think it is safe to say that it has cut down my work time by about 1/2 and given me a lot more time to finesse. I’m really happy with it.
In any case, just going to post a few of them in this thread as they come up because I was happy with them. The model of the frog is from a 3DWorld magazine and the burlap background I made with simcloth and a bit of Zbrush. *These renders are NOT RT, they are Vray, but I used RT heavily to work out the mats*
Comments and crits always appreciated.
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Image 1: Damascus silver and a burlap/coarse canvas cloth. (a bit of post in Pshop, original res was about 3K for this section).
Oxidized old copper: based on some Maxwell materials made available by Maximus3D over at the Maxwell forum. I’ve made a number of new maps and changes, but the basic structure was his.
I started playing a bit with the Max one during these tests, but I never really made a lot of use out of the old Color Correct plug. I mainly just used it for 2.2 gamma correction, and do most of the map tweaking in Photoshop.
Fantastic work. I love macro 3d imagery like this. Materials look great. For the first one with the indentation, did you just use bump mapping or is that displacement ? If it is bump mapping how did you overcome the blurring of the bump material at shallow angles to the camera ?
Thanks z1pp3r - maybe when the project is done It’s really about the maps anyway, the materials are just VrayMats and VrayBlendMats.
Savio: these images are not raw renders and most use displacement. The RT renders were not a match to these images, but were matched to steps in the process.
Attached is a quick RT and Vray render of the last one, but right now I don’t have time to go back and re-render etc to create useful comparisons. You’ll have to experiment on your own