Saturday, July 23, 2011

Hey folks, I'm benignly neglecting this blog currently. The usefulness of this "space" has kind of been supplanted by the ease of posting art on tumbler. You can find my "feed", or whatever the kids call it, at:

Sunday, May 1, 2011

Here is a short animation of the Precellys 24 I posted a while ago. This has updated materials (using the mental ray Arch and Design uber-shader instead of the hodge-podge of old mr/mia shaders had to cobble together in Max 8 ), lighting (mr Photographic Exposure Control FTW), and is a higher quality render overall, if I do say so myself. This was also test of of some behind the scenes render passes and other theories of visual trickery I put to the test. The parts where the model is still use an image with high quality render settings, but when the camera move kicks in the quality is dropped and a post process (After Effects) vector motion blur kicks in to cover it up. I am happy with the result and the fact that it halved the render time with very little loss of image fidelity.

Done with 3ds Max 2011, After Effects, and Photoshop.

precellys comp01 1 1 from Ndege Diamond on Vimeo.

Thursday, February 24, 2011


I haven't posted in a bit so I'll (hopefully) be adding some stuff that I've been doing while neglecting this blog.

First up is some work related imagery. Here are some beauty renders of a model made for training operators of Securpass full body scanners.

This was made in the venerable 3ds Max 8 (not 2008 either) using its implementation of mental ray. The logo and graphic textures were developed from digital images taken on site at one of Chicago's fine correctional institutions.

Friday, October 22, 2010

Ndege Diamond Portfolio 2009 - 2010

Interiors: 3ds Max 2009 using mental ray (final gather and global illumination, ambient occlusion). Exterior: mental ray (Sun and Sky, final Gather).

3ds Max 8, mental ray, Photoshop.

3ds Max 8, Mental Ray, Photoshop CS3, ShaderMap Pro.

3ds Max 8 mental ray, Photoshop. Ambient occlusion via light shader. Grass generated with Hair and Fur modifier. House water system modeled by Centrax 3D department, Well model, environment, texturing, lighting, rendering and compositing by Ndege Diamond.

3ds Max 8, Mental Ray, Photoshop CS3.

3DS Max 8, Model of E7L HVAC drive bypass rigged for door opening animation. 3ds Max 8 scanline renderer.

Click on image below for example animation.

3ds Max 8, mental ray, Photoshop

Wednesday, October 6, 2010

I did a video on generating masks for integrating an AO pass into a base pass render. It's quick, it's dirty, and the sound quality is rather bad. In other words, it's a typical You Tube video.

Friday, September 17, 2010


A Llellewyloly based off of the W.Keith Illustration in "The Traveller Adventure".

About a day's work in 3ds Max and Photoshop. I modeled and rigged one leg and then posed it and took mesh snapshots and arranged them around the body. The hair/fur rendered out much nicer than I hoped for. I rendered it with the mental ray renderer using the fast sub-surface scattering shader and mr primitives for the hair.

I used Photoshop for color adjustment, painting the banding on the legs over the render and some minor touch ups.

Sunday, May 30, 2010

Return to Research Station Gamma

I did this over a couple of nights after work. It was a rush job for a 'zine needing a cover done quick so it was a bit slap dash, but it was fun to do. The 'zine ended up going with something else, but what can you do?

I rendered out the basic textured forms in 3ds Max to establish lighting and reflections and then layered painting and more textures in Photoshop.