Sunday, February 28, 2016
Sunday, February 7, 2016
Posted by
EgilsArajs
at
12:24
Labels:
Blender,
Cycles
2
comments
Rendered with Cycles branched path-tracing with 1200 samples for volume, 125 samples for diffuse and glossy, and 15 samples for the rest. Denoised with ms nlmeans c noise2 within G'MIC.
And here's one with a Lamborghini Countach in it, because why not.
Monday, December 21, 2015
Thursday, November 5, 2015
Thursday, September 3, 2015
Sunday, July 19, 2015
Thursday, July 2, 2015
Lamborghini Miura Le Mans Prototype (Revisited)
Posted by EgilsArajs at 01:14 Labels: Lamborghini Miura Le Mans 0 commentsSunday, June 21, 2015
Friday, April 17, 2015
Delve Logo Design Iterations
Posted by EgilsArajs at 01:31 Labels: Delve, Logo Design 0 comments
Several months ago, I had the pleasure of designing the logo for delve.lv . Here is the whole pipeline of the logo iterations.
Saturday, July 12, 2014
Unmanned Aerial Combat System
Posted by EgilsArajs at 04:27 Labels: Drone, Fighter Jet, UAV, Unmanned Aerial Vehicle 1 commentsSunday, January 26, 2014
Bigfoot Game Character WIP#1
Posted by EgilsArajs at 23:52 0 commentsThis is the Bigfoot - a game character I am creating for Koplay Ltd. from a concept art they provided.
Koplay Ltd was kind enough to let me showcase the progress on the model, prior to the release of their final product.
So far I have baked high resolution texture maps from a sculpt to a rigged low-poly mesh, as well as colorcoded few areas of importance for further texturing.
Thursday, January 9, 2014
Highlanders
Posted by EgilsArajs at 19:51 0 comments
This video is an assignment for the Animation and Graphics Design course in my university.
While I am quite proud of it as an assignment, it still falls short for being worthy of a place in a professional portfolio due to clunky animation, lack of contrast, bad composition and lacking story-telling.
On the bright side - I gained tons of experience in the process; my next animation will be far better than this one and, hopefully, worthy of a spot in my portfolio/demo-reel.
Here's some trivia behind the story, in case you missed the punch-line.
Technical information:
On the bright side - I gained tons of experience in the process; my next animation will be far better than this one and, hopefully, worthy of a spot in my portfolio/demo-reel.
Here's some trivia behind the story, in case you missed the punch-line.
Technical information:
- Total project size - 51 GB
- Models - highly modified models from NASA's 3D model library with my own textures.
- Render specs: 70-250 samples per 1080p frame. Samples were set for each render layer seperately, to increase render efficiency. For stationary camera renders render border was used, again, to increase render efficiency.
- Total amount of frames: 1330
Sunday, January 5, 2014
Procedural Space
Posted by EgilsArajs at 16:55 0 comments
It's amazing what you can do with procedural modelling and texturing.
The image is captured real-time in Vladimir Romanyuk's Space Engine 0.9.7.1
Lunar Landing
Posted by EgilsArajs at 03:47 Labels: Lunar Landing, NASA 0 comments
This is a scene of an animation I am doing for my university assignment.
Here's a viewport render.
Saturday, January 4, 2014
Blackshark
Posted by EgilsArajs at 03:00 Labels: Su37, Sukhoi, Terminator 0 comments
Yet ANOTHER render of the legendary Russian Flanker-D air superiority aircraft. Can't have enough of those.
It is very likely that I will update this render with cockpit internal components and those dark jet-streams that Russian aircraft tend to produce.
I might also want to reduce or disable the lens dirt effects.
Wednesday, December 11, 2013
(semi) Final Low-Poly AKS-74u Kobra model
Posted by EgilsArajs at 22:52 Labels: AK-74u, Blender, LowPoly, Texturing 2 comments
This model was made as a part of a personal low-poly asset creation pipeline study.
The tape on the magazines was particulary fun to make.
I should probably fix smoothing groups in the bottom of the green plastic grip, as well as the terrible seam on the top of the receiver (it cannot be seen in the pictures above (on purpose >:3).
Also next time got to avoid excessive amount of UV seams on round shapes, like on the barrel in this case; and probably should use blocker mesh for Normal map baking to avoid overlapping.
The model consists of 5801 quads and uses 4096x4096 px resolution Diffuse, Specular and Normal maps.
The images were rendered in Marmoset Toolbag 2.0 real-time OpenGL (?) render engine.
Monday, December 9, 2013
Advanced Texturing Round #2
Posted by EgilsArajs at 21:30 Labels: AK-74u, Blender, Texturing 0 commentsSunday, December 8, 2013
Advanced Texturing
Posted by EgilsArajs at 03:03 Labels: AK-74u, Blender, Texturing 0 comments
I came up with a new advanced texturing pipeline that exponentionally saves time on texturing.
The model below is an AK-74u. I am not really a "gun person", but they usually have decent amount of texture on them and I've never modelled one before.
The model consists of 3495 quads.
Both of the pictures are rendered real-time in Blender 3D viewport.
And here's one of the 5 texture maps
Thursday, December 5, 2013
Advanced Landscaping
Posted by EgilsArajs at 21:24 Labels: Cry Engine 3, Landscape, Terrain 0 comments
Created in World Machine, Blender, Photoshop and Cry Engine 3.
Note that images are rendered real-time in a game-engine and not in a ray-tracing render engine as my usual artwork is.
Space Backplate
Posted by EgilsArajs at 15:52 0 comments
Backplate for a potential animation project.
Created in Blender 3D and Adobe After Effects. Credits for textures goes to NASA and Yale University.
I suspect that I should have added more grain to the YouTube version of the video to prevent that terrible banding issue, that comes when you upload videos to it.
Created in Blender 3D and Adobe After Effects. Credits for textures goes to NASA and Yale University.
I suspect that I should have added more grain to the YouTube version of the video to prevent that terrible banding issue, that comes when you upload videos to it.
Tuesday, November 26, 2013
Thoughts.
Posted by EgilsArajs at 21:30 0 comments
I think I may be slowly turning into JJ Abrams due to my unhealthy obsession over lens-effects.
Posted by
EgilsArajs
at
21:13
Labels:
Earth,
NASA,
Planet,
Space
0
comments
Note to self: cut the lens effects next time.
Textures: courtesy of NASA and Yale University.
I used total of 5 textures, arranged in layers to simulate realistic composition and behaviour of earth (both day and night), water (specularity), clouds and atmosphere.
Textures: courtesy of NASA and Yale University.
I used total of 5 textures, arranged in layers to simulate realistic composition and behaviour of earth (both day and night), water (specularity), clouds and atmosphere.
Han Shot First!
Posted by EgilsArajs at 20:59 Labels: Han Shot First, Poster, Star Wars, Typography 0 comments
Print quality typography poster created for Animations and Graphics Design course. Not to brag, but I think the grade will be on the upper side of the scaling system. Sunk more time in it, than I should have. No regrets.
Typography contains text from the "Star Wars: Episode IV - A New Hope" script.
Please, view in high resolution here to appreciate fine-grain detail in all it's majestic glory.
Typography contains text from the "Star Wars: Episode IV - A New Hope" script.
Please, view in high resolution here to appreciate fine-grain detail in all it's majestic glory.
Thursday, July 25, 2013
Lightsaber Hilt
Posted by EgilsArajs at 12:23 Labels: Blender, Cycles, Hilt, Lightsaber, Star Wars 0 commentsMonday, June 3, 2013
Update on Lamborghini Countach
Posted by EgilsArajs at 03:45 Labels: Blender, Countach, Cycles, Lamborghini, Lens Flare 2 commentsSunday, January 6, 2013
Lamborghini Countach
Posted by EgilsArajs at 17:17 Labels: Blender, Countach, Cycles, Lamborghini 1 comments
Greetings! I decided to bring back some life to this place by sharing my progress on latest project. I couldn't say that I am a big fan of Lamborghini Countach , but still it has some of that retro-iconic vibe into it that I fancy a lot. Render took about 20 minutes. I even modeled major parts of the engine block, exhaust systems and even brake/suspension systems. It is still too early to call it finished, but I am near to it. Rendered in Cycles with 3000 samples, and 8 Clamp
Friday, September 14, 2012
Monday, July 2, 2012
Thursday, June 28, 2012
Fireball Simulation
Posted by EgilsArajs at 20:17 Labels: Blender, Explosion, Fire, Polystorm 0 commentsFriday, February 24, 2012
Interior render
Posted by EgilsArajs at 03:06 Labels: Blender, Cycles, Interior, Polystorm 2 commentsFriday, February 3, 2012
Su-37 Terminator
Posted by EgilsArajs at 22:13 Labels: Blender, Cycles, Lens Flare, Polystorm, Su37, Sukhoi, Terminator, turquoiserabbit 3 comments
Sukhoi Su-37. The most agile aircraft to never be mass-produced. It introduced 3D thrust-vectoring and amazing post-stall maneuverability. It ditched the front canards and evolved into Su-35 which is now the backbone of the Russian Air Force fighter fleet.
Here's composition breakdown:
Saturday, January 28, 2012
Skin Shader node setup
Posted by EgilsArajs at 23:48 Labels: Blender, Cycles, Material, Node, Polystorm, Setup, Skin 0 comments
As requested, here you go, guys
If your model has a texture, plug it in the diffuse node "color" input, and then plug it in the "Roughness" panels via the math convertor (as shown on disconnected node) it gives you more control over your grayscaled textures.
If you're here from Deviantart, please, tell me who I have to thank to for all the traffic!
If your model has a texture, plug it in the diffuse node "color" input, and then plug it in the "Roughness" panels via the math convertor (as shown on disconnected node) it gives you more control over your grayscaled textures.
If you're here from Deviantart, please, tell me who I have to thank to for all the traffic!
Saturday, January 14, 2012
RealFlow
Posted by EgilsArajs at 22:07 Labels: Art, Blender, Cycles, RealFlow 0 comments
Got my hands on realflow, unfortunately, it is possible only to have one frame of fluid simulation imported in blender, I hope someone could write a script for multiple .obj import for each frame, otherwise it would be a huge work to import each separate object, render it, and repeat process about 250 times. However, here's a screen from my first attempt. I went for more artistic render, stay tuned for turntable animation.
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