vrijdag 24 juni 2011

Texturing...

...and resulting render.

I just finished my texturing assignment for this block. The model I textured was a model I created for the 3D modelling class we has last block.

The car is a Shelby Mustang GT350 H from 1966. The model itself is pretty low res. It only contains 3900 triangles in all, so that's pretty descent. It has 1 2048 texturemap, with several shaders like bump and specular mapping.

While nothing too exciting, I am pleased with the final result. It looks like I intended, which is always a good thing for an artist. I wanted the car to look as if it were in good condition and had been taken on a road-trip along Route 66.
Sadly, I lacked time to make a Route 66-sign. Still, it looks like a car that's been driving along a desert road :)

Enjoy the render.

woensdag 1 juni 2011

New toys...

...part Two.

I did a quick test between max 2010 and max 2012 using one of my files. the file in question was that of Slackman, a superhero I created.
The difference in frames per second was pretty damn impressive.
In max 2010 the scene, with roughly 3 million triangles on screen, ran at 1 to 1.5 fps. With the inbuild optimisation feature that max has(replaces models with bounding boxes when navigating the scene).

The new max ran the scene at 20 to 30 fps, without replacing the model.
That's a performance increase of 2000% !!!
...

Ok, I know it doesn't work like that, but still. An increase from 1 to 20 fps is pretty damn impressive.