Egyptian Tomb – 3D Hallway

Egyptian-Tomb-3D-Environment-By-Marc-Zirin

This time around I wanted to make the camera move a great distance but I needed to keep the amount of time spent on the project down to a minimum. In order to create a large model in a small amount of time, I used displacement maps on simple, low-poly models to give the illusion of a more complex geometry. I reused textures and models interchangeably to stretch my art a little further.

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3D Interior Design Kitchen Animation

3D Kitchen by Marc Zirin

When an interior designer is customizing a space to their customer’s needs, only individual pieces can be seen at a time. As the customer approves each element, it is often difficult to visualize how everything will look when tied together. Sometimes an incompatibility is not foreseen until it is too late. That is where a 3D artist comes into play. Before spending the big money and time on supplies and construction, the customer will be given a chance to walk through a virtual representation of…

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Cathedral Lighting Complete – Final Renders

Cathedral by: Marc Zirin

The Cathedral lighting is complete with the final renders below. Lights have been added to the scene to simulate a bright 3pm sun. Most of my projects have either been at night time or during sunset. I wanted to mix things up and add some variety to my portfolio, so I made the cathedral a normal town building during the day.   Since lights are very easy to set up, I’m going to work on a nighttime version of the cathedral next. The stained glass…

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Cathedral Textures Complete

Cathedral Progress – Textures – no bump map

Another milestone has been completed for the cathedral. All pieces of the building have been unwrapped and now have textures applied to them. I wanted the stained glass to pop since that is what people associate cathedrals with and to minimize the amount of glass textures repeated. To maximize graphical performance, I was careful not to go overboard with the stained glass textures and to only repeat what was necessary to look good without becoming repetitious. The scene contains a few different brick types, roof…

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Clock Tower Interior Complete

Clock Tower Modeled by Marc Zirin

Now that the lighting is finished and the scene is tweaked just right, I can begin the final renders. This scene is a five pass render broken up between: diffuse, specular, ambient occlusion, city backdrop, and diffuse with no lights. Each layer is touched up in GIMP and Photoshop before it is composited to one image.   My next move is to animate each gear in the scene to make it a fully working clock tower. Getting it to sync up just right involves some…

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Clock Tower Interior – Textures Complete

Clock-tower Progress

The Clock Tower texturing is now finished. I only had to create five materials and most of the objects where simple to unwrap. The materials I used were: a grungy semi-rusted bronze, semi-rusted metal, cement, black rod iron, and glass. I’m going to start lighting the scene and prepping the render layers for compositing and post processing.

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Mountain Castle – Final Tweaks

Castle Retex

I retextured the castle and finished all the small objects in the scene including the bridge and door frame. I also did many experiments to see how I’m going to composite this with the many different layers. Once the clouds move at the right speed and the fog looks just right, I’ll start rendering a trailer with composed music to fit the mood of the scene.

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