segunda-feira, 29 de abril de 2013

Image for Shell (JWT) circa 2006


Image for Shell (JWT) circa 2006

All scene 3DMax 7, Mental Ray and Photoshop

Art Director: André Norris
Creative: Raul Fernandes

sexta-feira, 26 de abril de 2013

quarta-feira, 17 de abril de 2013

Image for Shell (JWT) circa 2005



Image for Shell (JWT) circa 2005

3D Max, Mental Ray and Photoshop.

Art Director: Alexandre Frerot
Creative: Raul Fernandes

sexta-feira, 12 de abril de 2013

segunda-feira, 8 de abril de 2013

Bus at Night (Studio)




Bus at Night (Studio)

3DMax 2013, Hdr Light Map 4.0, Mental Ray and Photoshop CS6

Beauty render, wire and Light map.

quinta-feira, 4 de abril de 2013

Making of Red Bugatti - final - circa2011




Making of Red Bugatti - final  - circa2011

The Lighting Stage:
 For the whole job I used 3D max 2012 SP1

I used TPhotometricLights, light planes, Arch material shaders and Final Gather.

terça-feira, 2 de abril de 2013

Making of Red Bugatti - part03-04 - circa2011



Making of Red Bugatti - part03-04 - circa2011

I’m not a car engineer or mecanichal engineer, so I try to do my cars as faithfull
to their real world counterparts
but my main goal is to do a nice image with it.
So I don’t model or do a car’s part that won’t show in my final image.
I’m an adverting illustrator, so time is money and the agencies are always wanting
it’s job done for yesterday!
So I don’t bother doing things that won’t show up in the end...
When I think a panel plane is well modeled I apply the shell modifier
and chanfer it’s edges, in order to maintain
it’s boudary design lines.
I took care to make the edge loops and four sides polygons in the mesh
so we have the light reflexes appearing
in a continuous and perfect (almost) way.
Sometimes I have to back some steps to correct some detail that will help me
in the modeling process.