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Jeremy Celeste was born in France, studied and graduated at ESMA Montpellier. He specializes in Lighting/Lookdev and has worked on film, commercial, and video games. Currently he is working as a Generalist/Lighting TD at In Efecto, Montpellier, and uses a mix of Maya, ZBrush, mental ray, Nuke, plus several other apps for his creative process.
Create jaw-dropping material definition and environmental wear with presets, enabling finished texture bases right off the bat. Get results so crazy good you can get straight to polishing — Diffuse, Specular/Fresnel, Gloss/Power, Height and Bumped Normal — ready for action, straight in Photoshop. Quixel's new updates for dDo 5.0 include HDR IBL rendering -- (the all-mighty MARMOSET Skyshop is now part of dDo), unlimited triangles and lots more! Click to see the full 5.0 change-log.
The Maxwell for Modo R2 plugin allows users to export and render their modo scene files and in the Maxwell Render engine. A list of key features includes support for modo mesh deformers, multiple UV maps, modo procedural texture export, motion blur, and many others. See the key features list after the break to see what is currently supported.
Matt Guetta gives a preview of what's to come for V-Ray 3, for everyone else who is not on the inside track of the beta program. Apparently confirmed is a new SSS shader, VRay RT in viewport, improved VRay lightSelect and several other items. Matt also talks to Christophe Cot, Head of ChaosGroup France, to get a better feel for the future direction of where V-Ray is heading towards. Article is written en francais.
The old collection of fryrender materials has been converted and adapted to the Arion 2 technology and its new file format, and is now available for download to registered users from the RandomControl website.
Another example of low-poly at its best -- check out this neat stylized look using low-poly, by Polish artist Mateusz Szulik. Mateusz was responsible for art direction, illustrating, conception and design of the characters, 3D modelling, texturing, rendering and compositing. Basically, Mateusz did everything! This was created for the New Amsterdam agency, for carbon mining and the powerplant museum in Bełchatów, Poland. All scenes were made in 3ds max, textured in PS and rendered in VRay. Be sure to check out Mateusz's portfolio to see the full project!