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James Nichols
(207)649-2006
jrn5627@rit.edu
RenderSheet_RedSoldier
RenderSheet_SpreadRifle
RenderSheet_Corvette
RenderSheet_LevelAssets
FractalSpace
YellowSubmarine
RenderSheet_SpreadRifle The other part of my thesis, made fall of 2010. Barrel encasing twists, and barrels move outwards from the center. Panels on the side slide forwards and outwards. Rigs made for all of these functions, driven by joints (usable inside UDK). Diffuse, specular, and normal maps made. Spread Rifle took roughly 3 weeks from concept to animation. Color scheme was chosen with opposing colors in mind. Orange paint pops against the metallic blue and subdued purple metals.
RenderSheet_Corvette Geometry was created over the summer of 2010, and the project was finished and rendered over winter break of 2010. Mental ray was used with final gather and a studio HDR for image-based lighting. Several elements used Maya-generated normal maps for a fine level of detail, such as the tire treads and the grill between the windowshield and the hoods. Production took roughly 2 weeks in 3 hour increments, and rendering took roughly 3 days.
RenderSheet_LevelAssets Made for a level design class for UDK in the fall of 2010. Diffuse, Specular, Normal, and Glow maps were made. Keys were rigged to aim at the lock and twist. Production time was fairly rapid, assets taking a couple hours each.
FractalSpace Made for a rendering class spring of 2010. The 'fractal planets' were simple spheres with boxes and wheels geoPainted onto it's surface. Sun was a sphere with bright glow intensity. Craters used a displacement map and a rim shader. Scene took roughly a week.
YellowSubmarine Modeled and composited as a final in a rendering class in spring of 2010. Shaders on the submarine were kept clean and glossy to achieve a toy-like look. Hills in the middleground and foreground were masked out and post-processed to achieve a depth of field. Modeling the submarine took roughly 2 hours.