City Street- Playing with Z-Depth and Ambient Occlusion

I haven’t managed to make any progress on actually finishing this project since my last post, but I have had a bit of time to play with ambient occlusion and z-depth mapping. So… same render as before, but now with depth of field and some ambient occlusion:

…and the z-depth map:

…and the ambient occlusion map. I did the leaves on the trees by transparency mapping the planes where the leaves went on the model, but because of that I wasn’t sure how I was supposed to ambient occlude the trees. So I removed them for the ambient occlusion map:

I actually found an alternate way to render out the z-depth map, but I’m not entirely sure this is as physically accurate as the standard way Maya does z-depth:

Hopefully more soon!

City Street Progress

I’ve been working on a little city street for a few days now. I want to capture the kind of old European feel that one can find in places like Edinburgh.

Right now this is about 65% done. I think I’m going to try to make it look like an old postcard.

Clock Miniproject

Over the weekend I decided to do a little mini-project to try out some new tricks I’ve learned with rendering. I decided to try to make as photorealistic of an image as possible of a clock. Here’s what I came up with:

The clock face is noticeably pixelated; I’m not entirely sure why that is. For some reason Mental Ray is not sampling the texture file at a very high frequency, I’ll work on that next I suppose.

A little breakdown video of the compositing that went into the clock:

Hermit Crab

The hermit crab is complete!

Modeled in Maya, textured in Mudbox, rendered with MentalRay.

I’m perfectly aware that no hermit crab would ever actually live in a conch shell that large, but I thought the image of a small crab in a huge shell was amusing.

Some stills from some different angles…

As the title “redux” suggests, the crab above is actually the second version of the hermit crab I’ve made. I originally finished about a week earlier with a different version, but then after getting some suggestions from Professor Scott White, my 3D modeling professor, I decided to redesign the conch shell. Here’s what Hermit Crab Mark I looked like:

I actually still want to change some things. If I have time, I’m going to go back and change the displacement mapping on the conch to get the groves to all go in a more uniform direction. Also 9 seconds into the turntable, you might notice there’s a slight shiny spot on the conch. That’s a mistake I made in the specular map that I definitely want to fix. I also want to try placing some small low intensity lights really close to the crab’s eyes to bring out the gloss that’s visible in the Mark I crab. In the Mark II crab, the shadow from the flaring part of the conch makes the crab’s eyes look matte. The crab’s claws need some color tweaking as well; the color doesn’t quite perfectly match the rest of the crab.

The DMD director, Amy Calhoun, told me that no modeler is ever satisfied with a model. So true.

Hermit Crab Ready For Texturing!

My hermit crab is ready for texturing and lighting and rendering! I’m going with Mudbox for texture painting for sure. I’m still not entirely sure how I’m going to get all the prickly parts of the legs done… I’ll probably just do a displacement map or something.

Hermit Crab Progress

I’m working on a hermit crab in 3D Modeling class! The shell was really hard to make… I wound up making a small segment, duplicating special it, and then stitching all the segments together by hand. So… the crab itself is only some legs right now. I have a lot of work to do on this still…

I’m thinking about trying Mudbox for texturing this thing. The UVs on the shell aren’t pretty, and I don’t want to spend a gazillion hours unwrapping those UVs….

More later.