April 3rd, 2007
Well here it is my first work making an architectural integration of a commercial center and some houses, I’m sure you will be able to distinguish what is real and what is 3d because it’s not very well done (I didn’t have so much time for that).
As always, 3d studio max, vray and photoshop.
Are you interested in a tutorial of architectural integration? Just ask for it! But write something! You readers! I want you to get involved!
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January 24th, 2007
Like I promised I will post some of my old stuff in 3d. This is an image I did lot of time ago, 5 or 6 years ago. And as you can see its more a proof than a final-good-finished-scene. As far as I can remember I used Final Render for the illumination. But no idea of the parameters of the material sorry. I will try to find the .max when I will be back in Spain.
I would like to have time in order to try to create a snowy scene with my actual skills in VRay. Maybe this year!
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January 23rd, 2007
Hi all!
Here it is my last work I did for a commercial center in Águilas (Spain). I finished it in record time, 1 day of work.
Nothing special in this image, just some beautiful materials and more or less correct illumination.
Hope you like it
Specifications
- Software: 3D Studio Max 8 + Vray 1.50.06
- Work time: 10 hours
- Size: 3000×1622. Download big scene.
- Render time: approximately 30 hours
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September 7th, 2006
I work like a 3d designer for a studio called Glucogeno. I usually make virtual visits of 3d interiors and exteriors. They are usually videos with thousand of frames that take a lot of time in order to be rendered.
I use vray like renderer and despite it’s a great plug-in, sometime we have problems with it. For example, last day we were rendering a video, and after 200 frames we realized that in a place of the screen some strange red points were appearing:
You can imagine my boss wasn’t very happy with me. But… it was not my fault!
The 2d graphic designer of the studio were looking at the screen and said: well, I will have to fix them one by one by photoshop. What a crazy work! 200 frames!
So I started to think in something for making the work easier. I got quickly with the solution: LooverLib.
One year ago I developed a 3d-accelerated engine for 2d games (using direct 3d) called Looverlib (I’m sorry but the documentation is only in Spanish). It took me 2 years in order to finish it and its a very robust and useful 2d library.
One of the classes it has called LOV_Image has functions for managing images: getpixels, putpixels, filters, saving and loading in several formats, etc.
So I started to implement a really easy program in order to fix all the red points of the images. I finished it in 2 hours of working.
It works taking all the images and searching pixel by pixel for the red ones (using a scale of shades). When it finds a red pixel, he looks between the pixel that are near and are not red, and it takes the average shade of all them.
Simple but effective!
And so, my boss was really happy with me. Designer and programmer: two in one
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September 4th, 2006
Well, I have lot of pictures I made some years ago (I think that 5 years ago), its time to open the memory’s chest.
For mixing the textures and giving this old touch I combined two plugins: dirty reyes and quick dirt.
Each surface has at least the mixing of 5 textures. Mixed with QuickDirt maps and other maps made from textures.
As you can imagine it was not for real time. It was for an adventure game we never finished, just for a background.
Specifications
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September 2nd, 2006
Well, this is a really really simple model I did some time ago in only 1 hour. It was a gift for a very special person and now I will let you to play with it
I modeled this dog really fast using only primitives and resizing the pieces.
The materials of the skin and the tongue are made using the bump channel mixing a cellular and noise map. I tried to use a fallof like I used before in other models but I did’nt like the result. You can try different materials if you wish. For the eyes I used a marble material that I usually use in 3d interiors. The nose is a simple vray black material.
The black part of the tail is not a texture but some detached polys, I made it by error when traying to change the size, but I realized it was perfect like this. It has the same material than the nose.
The illumination and textures are maybe the things that give the render the life it has. I used vray like always. There are only 2 lights in the scene: one Directional Light and one VRayLight. It took me some time to adjust well the parameters of the shadows of the Directional Light, finally I chose an Sphere Area Shadow with boxsize 20.
But you will see all the parameters of the render in the max file. Enjoy it!
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September 1st, 2006
The blue room with a different look.

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August 31st, 2006
This is one of the rooms of a 3d house I designed some months ago. The furniture and some objects are from evermotion library. It was more a light experiment than other thing and finally I was quite happy with the illumination and textures of the image. I used vray, like always, for rendering it.
One of the more difficult things was the blue wall with bump. I made lot of proofs until I was happy with it.
Hope you like it
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June 30th, 2006
You should read this post first if you don’t know what are these girls doing here.
Well, I want to introduce you to Fran and Cat, they are funny, pretty, and really indie… and of course they love Draco Mahjongg
Soon more “guerrilla girls”.
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June 29th, 2006
If you have read the previous post you already know what was my plan for making a bit of guerrilla marketing.
Well, I want to introduce you to Virginie and Coralie, two fantastic and pretty girls that are really good friends. They love Draco Mahjongg
Soon more “guerrilla girls”.
Posted in game_dev, life, design | 1 Comment »