Making of “IRACEMA” in the Dusk
tresde’s Santi Sánchez makes a new appearance on the blog with his recent project “IRACEMA”. He previously posted the making-of ‘Crystal Box’ Villa, which was mostly post-production based and now we can see a mostly pure 3d / photo-realistic base approach. Follow Santi as he goes about describing his process from start to finish below. Enjoy!
The Valley of my Mind
Hamed Hosseinpour’s recent work shared on the forums – “Valley of my Mind” quickly captured my attention for the “vastness” he managed to convey with just that single image. Vastness of scale, world and story. Being curious as I am, I asked him to tell us more about his process and today he shares it with us all. Enjoy!
The Amazing Unreal Engine Drones at The Vineyard
It’s here! Part Two of the Making of the, Award Winning, “La Geria” Vineyard by Factory Fifteen. If you missed Part One, go ahead and read it first. Today’s article focuses on the unique craters landscape and amazing grape harvesting drones that hover all over the place! Paul also covers topics such as camera setup, blueprints, music and packaging projects as levels in Unreal Engine 4. Enjoy!
Why do people make life so complicated?
Because! That’s why! The topic of people in visualization is always coming up and doing it 2d in post vs. 3d just the same. Each method has its pros and cons, and today I’m sharing a new and somewhat unusual tutorial by my good friends at AXYZ design. This might look like total newbie grade for most of you, but it is a first in a series and a great starting point for those not familiar with the use of scanned 3d people models. In this case, from their Metropoly collection. There are 8 chapters to be expected, that will go from basic tips about angles and reflections, to advanced and detailed analysis of the entire workflow, focusing on the principles of using such assets, regardless of the modeling or render engine that you use. You are welcome to comment on this topic below.
The GrowFX Tree at the Archipelago House
Radek Ignaciuk opened 2016 with the first Best of Week visuals recreating Tham & Videgård Arkitekter’s “Archipelago House”. This remarkable full CG attempt included great looking 3d trees done with Exlevel’s GrowFX plugin for 3ds max. Today, Radek will explain how he went about creating the hero tree in the image above. He will cover the modeling process with GrowFX as well as the scanning of the textures used to get it look photoreal. Enjoy!
Randomising Procedural Objects with Forest Pack
iToo Software have released a new tips and tricks episode that explains how you can re-seed parametric objects automatically using Forest Pack. Using examples that include procedural stones, nested Forest pack patches and GrowFX trees, they show how you create the largest variety with just a few objects in the scene.