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.

Second Life Avatar Textures

For the past few months I have been involved in Second Life developing an interactive hospital for visualization and 'serious games' training for a client. Part of the contract involved creation of several avatar textures.

The image here is a sample of some of those textures. Overall I had to do around 30 unique skins (3 textures each), for each gender covering a variety of client defined ethnicities.

Each skin requires three 512x512 texture pages conforming to a predefined (and rather bad) UV layout - one for the head, one for the torso, and one for the hips and legs. As this is Second Life developers are only able to access the diffuse textures, so no specular or normal maps were created.

I used Photoshop and ZBrush with the ZAppLink plugin. The texturing took about 2 and a half weeks to complete.

Saturday, March 13, 2010


Originally uploaded by nezach_hod
Near future military aircraft. Pure Photoshop.

prim composer junk

prim composer junk
Originally uploaded by nezach_hod
Various Second Life items made in 3ds Max with Shack Dougall's Prim Composer scripts. Textured with Photoshop and Zbrush (ZApplInk). Someday Second Life will get it together and allow meshes.

Sunday, February 21, 2010

scout planet08

A personal project for the Traveller role-playing game fanzine Freelance Traveller. This image is a variation of the one that appeared on the cover.

This illustration combines renders from 3DS Max 8 utilizing the scanline renderer with the Symbiont 2 plugin from Darkling Simulations (perhaps the one benifit of working for a cheapskate company) with renders from 3DS Max 2010 using mental ray.

The various elements and passes were combined then manipulated further in Photoshop.