Monthly Archives: December 2012

Odd photoshop work

Basic presentation in CS4 for a design hand-drawn onto a rim that I did in black sharpie

Basic presentation in CS4 for a design hand-drawn onto a rim that I did in black sharpie. Simple reflection and layer effects.

Photo manipulation in Photoshop CS4

Photo manipulation in Photoshop CS4 using the warp tool among others and the linear burn layer blending option for definition around the gums.

Experimenting with simple photo manipulation and basic contrast

Experimenting with simple photo manipulation and basic contrast, theres little else to say about this one!

“Flatyak” Concept Designs

Concept designs for a snow/bodyboard in the "Fatyak" kayak theme

Concept designs for a snow/bodyboard combination in awareness of the “Fatyak” kayak brand theme – I completed this as part of a college project in partnership with a local kayak manufacture firm I have mentioned elsewhere on this blog (Ocean Mouldings). At this stage in my experience this was probably one of the more challenging models I completed though still used basic techniques – it was a primitive question of how to put them together as they each achieve different outcomes. I used a blend of Loft Nurbs, Boole subtractions and Hyper Nurbs for the main model with simple duplication for the padding making sure to include a clear differentiation between the matte and gloss textures. As previously mentioned I used the same technique of global illumination with a HDRI probe as I had done in previous models.

Concept designs for a snow/bodyboard in the "Fatyak" kayak theme

Global Illumination and Boole Arrays in Cinema 4D

Exploring how Boole modelling can work in arrays with Cinema 4D

Exploring how Boole modelling can work in arrays with Cinema 4D. Used Lathe Nurbs to model the wheel and then a Boole shape set up in an array to create the (albeit approximate) spoke holes. Used 2 soft omni-directional lights for the environment which helped also to bring out the reflections in the textures on the rims.

Experimenting with texture sizing and manipulation, and global illumination environments in Cinema 4D

Experimenting with texture sizing and manipulation, and global illumination environments in Cinema 4D – GI environments seem to offer very accurate atmospheres in environments and reflections – especially when a pre-made HDRI probe is used. I used the Kitchen one found here

Basic Modelling in Cinema 4D – Basic environments and models.

Again, simple environments in Cinema 4D. This is some of my earlier work.

Very simple environments in Cinema 4D. This is some of my earlier work; I used the stock sky box and the hair function in place of grass, with primitive shapes for the northshore structure to the right. If I were to improve this I would use a higher resolution dirt texture perhaps with a bump map and more attention to detail on the wooden structure.

Basic modelling in Cinema 4D using Loft Nurbs

Basic modelling in Cinema 4D using Loft Nurbs, and trying to recreate a realistic wood texture using bump maps. For the environment I just used a smooth white floor with a single soft spotlight, and soft shadows.

Experimenting with creating water-based environments in Cinema 4D


Experimenting with water environments in Cinema 4D – however this one is not animated and has no real physics in the original file – its just aesthetic. I used a stock sky box and again, the hair function for grass with considerable frizz. As an improvement I would have re-sized and mapped the rock texture used as it can be seen underneath the surface of the water that it has just stretched downwards.