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Rodrigo Guadarrama Murrieta
rodrigogua


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Mexico

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October 2004

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6 October 2007

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PaintJob
3ds max, mental ray, Photoshop
May 2006


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A texturing and lighting excercise. Used Photoshop to create the decal and its alpha map. I did this mainly to test how Blend materials worked when one was a DGS shader. Needless to say, it worked like a charm. I DID want the decal to look as if it were made out of plastic, hence the reflection on it. The can has a mental ray material with a metal(lume) shader plugged in the surface slot, with blur enabled @ 20 with 40 samples. Rendered with mental ray 3.4 (built into 3ds max 8). 1000 FG Samples, 1 min sample, 256 max, mitchell filter. 7.5 hours render time @ 2440 x 3630 in a 1.73 Centrino Processor with 504 Mb Ram.

Postwork inlcuded levels and curves adjustment, contrast, vigneting effect, etc.

Comments and crits appreciated.

 
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