Wednesday, December 16, 2009

XBoat 70135

A render of an X-Boat from the Traveller RPG. A personal project for the Traveller fanzine Freelance Traveller.

3Ds Max, Photoshop, Inkscape, MapZone, and ShaderMap Pro. Rendered with mental ray.

Thursday, August 6, 2009

precellys 24

3ds Max 8, Mental Ray, Photoshop CS3.


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

Thursday, July 9, 2009

Flare S

Flare S
Originally uploaded by nezach_hod
A personal modeling project of a "Flare S" swoop from Star Wars. It's a yet another work in progress. Next step is texturing it to not look so factory fresh.


A personal modeling project based on a sketch did a while ago. Eventually I intend to texture and re-rig for animation.

Saturday, May 23, 2009

3ds Max 8, mental ray, Photoshop

grocery store

3D Grocery store environment for nutrition training program. 3ds Max 8, mental ray, Photoshop.

Sunday, May 3, 2009

E7L Drive Bypass

In 2006 Yaskawa Electric America contracted my company to develop a Flash based e-Learning package to train their service department in the basic operation of the E7L HVAC drive bypass. I was given the task of creating the 3D content. Everything was done in 3ds Max 8 and rendered using the scanline renderer. The door was rigged so the keypad cable and computer ribbon move when it opens. Several other animations were created to train users on proper wire placement and tool use.

We were later contracted again to redo the 3D content. It turns out that the references that I was originally given were from a training department cabinet. Apparently someone with field E7L experience saw the training program and commented that wasn't how they actually set them up. The images here can be considered the "blooper" reel, although only a qualified Yaskawa technician would get the joke.

Sunday, April 26, 2009

Well integration with house water system

3ds Max 8 mental ray, Photoshop. Several render layers were generated and composted in post processing. Ambient occlusion was done by adding an AO shader to an omni light, rather than doing a second pass and adding it in post. The grass was generated with the Hair and Fur modifier. The house water system was created by my colleagues, and I was tasked with integrating the well components and environment. After integration I textured, lit, rendered, and composed the layer passes in Photoshop CS3.

Fishhead's final image sheet

Final Image set for "Fishhead's." Interiors were done in 3ds Max 2009 using mental ray with final gather and global illumination. The exterior used mental ray with the Sun and Sky and final Gather. All shots had ambient occlusion passes and were post-processed in Photoshop.


3ds Max 2009 (mental ray sun & sky, final gather), Photoshop. A little over a weeks work on interior and exterior shots. The surrounding city environment for the exterior shot was requested later, and took about a day and a half to develop.