Project Nueba – Colour version

Project Nueba – Colour version

Project Nueba - Resultaat Kleur

 

This project is meant to be printed on a canvas that is at least 3 meters in width, so a small format like this won’t display it properly. I worked on it for a very long time, probably a couple of months. It’s also the first project I made in 3ds Max.

I rendered this illustration in a 90 mega-pixels resolution. That’s right: 90 million pixels. :-) For reference: if you have a standard high definition computer screen, this is almost 44 times bigger. Here are some details:

 

Project Nueba Detail 047

 

Project Nueba 10_2

 

Project Nueba Detail 043

 

Project Nueba Detail 016_2

 

Project Nueba Detail 26_2

 

Project Nueba Detail 45

 

Project Nueba Detail 42

 

Project Nueba Detail 13_2

 

Project Nueba Detail 39_2

 

Project Nueba Detail 18_2

 

All the modeling was done in Sketchup. All the UV unwrapping was done with 3ds Max and all the materials were done with Vray. For the buildings I used the Vray Blend Material. This allowed me to apply a different material to the windows and the walls although they are on the same diffuse map.

 

Project Nueba Material 1

 

Project Nueba Sketchup 007

Lighting a Building on top of a Mountain

Lighting a Building on top of a Mountain

temple top of mountain

 

I made the mountain with World Machine and I applied a very high resolution bump map to add the fine detail. In my lighting setup, I used a simple round plane with a white-grey material applied to it as a sun reflector. I did this in order to soften the contrast between the directly lit surfaces and the other surfaces. I stole this trick from photography. :-)

To make the interaction in my 3ds Max viewport faster I converted the mountain into a Vray Proxy object.

 

temple mountain light setup

Creating a Realistic Landscape

Creating a Realistic Landscape

world machine landscape

 

I wanted to place my buildings into a believable landscape, so I decided to play around with a program called “World Machine” for a bit. I added some ambient occlusion in the mix to make the local contrast stronger. Below you can see the final texture map. Although I am not too happy with the end result, I think it was worth the experience.

 

landscape world machine diffuse map

 

world machine landscape texture maps

 

realistic landscape detail 01

Page 3 of 712345...Last »