Archive for the 'practice' Category

thesign Untitled

an untitled spaceshipan untitled spaceshipan untitled spaceshipan untitled spaceship
Here we have an example of what a spaceship had to look-like in the 80ties, oversized weapons and power units…just some practice work, took me about 1 hour.

thesign Harddisc

hdd mental ray FG/GIhdd wireframe
The topic was modelling a harddisc … about 6 hours of modelling and render setup.

thesign DirectX showroom

directx window realtime renderingdirectx window realtime renderingdirectx window realtime rendering
…the beginning of something … testing x-file export settings and render2texture. You can move in realtime through your exported x-files. :)

thesign Low poly objects with highdef textures

school in Berlin-Pankowschool in Berlin-Pankowhouse in Berlin-Pankowhouse in Berlin-Pankowbuilding in Berlin-Pankowbuilding in Berlin-PankowLow poly objects with highdef textures. Still working on modelling game content, with a vintage look and feel. All these building exist in reality (location Berlin-Pankow). The graffity texture is 10000px in width. Thanx to my new canon EOS 400D ;)

thesign Concept art 4 the digitalnatives [.dn]

[DN] concept art[DN] concept art[DN] concept art
Rendering some concept art for our company the digitalnatives [.dn]. I took 400 [DN]´s and filled them into one big [DN] based on a physical simulation to create the [DN]´s on my desk

thesign Testdriving max9

GI/Caustic final gather on max 9mental ray daylight final gathermental ray daylight final gather
Max 9 integrates the enhanced features of Mental Ray. You safe a lot of time, final gather has build in a simple preview…

thesign Modelling a M16

dcc_m16_.jpg
Topic was military environment, spline && subdivision surface modelling… took me about 4h from start to rendering

thesign Blckhwkdwn

Blckhwkdwn dirt pass...Blckhwkdwn xray & dirt pass...Blckhwkdwn crash final compositeBlckhwkdwn alpha map
Topic was military environment with a little afterburn testing.

thesign Low poly gamecontent “kurze strasse”

I modelled some low poly objects with highdef textures, to use as game content. You can find all of these modells in reality location Berlin Pankow. I used highdef textures cause a downsizing is easier then upscaling … e.g. the wall in the background is 7000px wide and the sprayed “PS” is 2048 square… so zooming here is no problem.
dcc_radiosity_kg02.jpgdcc :: kurze strasse (c) 2006 fosion.deGerman electricity box front (Elsa Brändström Str. Pankow Berlin Germany)German electricity box backside (Elsa Brändström Str. Berlin-Pankow::Germany) All kids in Berlin love these chewing-gums (Binzstr Berlin-Pankow) Highdef textures :)Kindergarden entranceKindergarden entranceOld fashioned roadname sign of Berlin Old fashioned roadname sign of Berlin

thesign Combination of realscene and CG “Fensterbank”

fensterbank
It took me 3 hours… from taking the picture to composite the final result.

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