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M
a r k F r y
[
Maya render archive ]
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Maya render archive
Below
are various Maya renders of geometry and lighting tests, experiments
in procedural modeling, depth of field, ambient occlusion, etc.
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12
August 2010
This
image is a Maya Software render created during the first part of
the Escape
Studios online training course entitled "Advanced
Shading with Maya & Mental Ray". Escape Studios
provides the geometry & textures and they work you through creating
the shading networks for all the various materials. I'm quite enjoying
working in the Hypershade and learning more about the utilitiy nodes,
projections, and layered shaders.
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28
May 2010
My
head sculpted in Maya polygons to learn topology & edge flow
techniques. Some details like the nostrils, lips, and ears could
definately use more work.
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20
May 2010
Maya
NURBS & curves modelling based on the Escape Studios training
tutorials. The surfaces were created using the wide range of tools
in Maya including projecting curves on surfaces, intersecting &
offsetting surfaces, filleting, trimming, and a whole host of techniques
for a good NURBS workflow.
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25
May 2010
Maya
poly (sub-d proxy) headphones with a NURBS cord based on the Escape
Studios training tutorials. The headband was first modelled flat
then curved with a Nonlinear Bend deformer and the cord was created
using an Animated Sweep along a spiral motion path.
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26
March 2010
Maya
mental ray render with reflections, refractions, and a fresnel effect
controlled via a Sampler Info node.
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29
January 2010
Saucer
Noire
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29
January 2010
An
experimental Maya shot exploring depth of field rendering and digital
film grain done in post.
I'm
taking inspiration from grainy, low-light photos shot at ISO 1600
on a Canon IXUS 75.
[
more ]
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[
click for full size ^]
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27
August 2009
Maya
experiments in organic, procedural modeling
I'm
trying to avoid too much UV work in favor of 3D textures on things
that could be background objects.
The
stone pillars and railings were started with low poly blockout geometry
and I applied a Mesh Smooth to quickly increase the detail. A Displacement
Shader was then used to add in the random organic detail. I converted
the displacement to polys and then did a few passes with the Poly
Reduction tool to get the poly count back down to something reasonable.
The resulting "happy accidents" from the process give
the geometry a nice organic feel.
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25
August 2009
The
stone staircase started with a very quick low poly blockout mesh
and then every edge was beveled. I did a Mesh Smooth operation on
the model and then went around using the Sculpt Geometry Tool to
paint further softness and randomness into the mesh (view based
setting).
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25
August 2009
The
chocolate pillars started as cube primitives and I applied a Layered
Texture with a 3D Displacement shader (the bubbles are a bump map).
I converted the displacement to polys and then did a 90% poly reduction
on the outcome. Using Paint Reduce Weights tool I undid the reduction
on the base of the pillars so there is more detail at the bottom.
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18
August 2009
Environment
test shots for a previs animation, "The Escape".
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14
August 2009
Maya
mental ray render with a mixture of spot lights, area lights, volume
lights, and the ambient light in the scene has a ramp shader applied
to its colour.
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14
August 2009
Maya
ambient occlusion test render using mental ray
This
is my concept model of the Slipgate teleporter used in the Enemy
Territory: Quake Wars video game. My idea was to base
the design of the teleporter on the Quake symbol as a nod to the
legacy of the Quake series. The model was later used by the artists
as a guide for the final in-game asset.
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Copyright
© 1999-2010 Mark Fry. All rights reserved.
Image
popup overlay: Lightbox2
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