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Sito Web

Found 14 results

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    Lighthouse 3d lowpoly model ready for Virtual Reality (VR), Augmented Reality (AR), games and other real-time apps Modeling: Blender Texturing: Substance Painter Postproduction: Photoshop LOD_00 --> Vertices: 9718 Faces: 9417 Tris: 18882 LOD_01 --> Vertices: 3704 Faces: 4707 Tris: 7031 LOD_02 --> Vertices: 1853 Faces: 2350 Tris: 3411
  2. Di seguito a quanto precedentemente esposto nell'articolo pubblicato da Gabriele Simonetta https://www.treddi.com/cms/making-of/making-of-im-arch-foodscan/4052/), il mio ruolo durante il workshop organizzato da Im-Arch (http://www.im-arch.com/) è stato quello di "portare a tavola" i cibi tramite la tecnica della fotogrammetria. Sono un 3d Artist autodidatta e da circa due anni lavoro e sviluppo tecniche in questo ambito. Questa tecnica consente di creare modelli 3d con un altissimo livello di dettaglio, ed è stato questo a spingermi a motivarmi e ad andare oltre. Il software utilizzato per la ricostruzione di questi modelli è 3DF Zephyr. https://www.3dflow.net Questa sfida mi è stata presentata da Fabio D'Agnano e Gilda Lombardi e, durante i tre giorni di workshop ho avuto il compito di fornire alcune nozioni di base sulla fotogrammetria, come catturare, illuminare ed editare i cibi scansionati. Dopo la performance culinaria sviluppata dallo chef Fabio Pisano, una volta terminata la preparazione dei piatti, abbiamo iniziato a fotografarli. Ringrazio tutto il gruppo Im-Arch (Jason Bergeron, Alessandro Cannavà, Fabio D'Agnano, Carlos Faustino, Enea Le Fons, Gilda Lombardi, Jeff Mottle, Nick Moutafis, Paola Perozzo, Fabio Pisano, Serena Ruffato, Gabriele Simonetta, Michela Tonelli ). Di seguito, vi mostrerò il mio flusso di lavoro sulla parte di elaborazione dei modelli (dopo aver scattato le foto a dovere) usando come esempio un piatto cucinato dallo Chef Fabio Pisano durante il workshop di Talamone. Per prima cosa importiamo le foto (con o senza maschere) e proviamo a costruire una nuvola sparsa, scoprendo per primo l'avvenuto allineamento di tutte le nostre foto. Da qui procediamo alla creazione della nuvola densa e della mesh. A questo punto proiettiamo la texture ed esportiamo la mesh appena creata da 3DF Zephyr. Di seguito, importiamo il modello all'interno di Zbrush per sistemare la topologia del modello e per pulire la mesh. Terminato questo step, otteniamo il modello retopologizzato pronto ad essere utilizzato in qualsiasi ambiente 3d, dopo naturalmente aver ottenuto la texture finale tramite il sistema di Unwrap. Dopo questo ultimo passaggio, Gabriele Simonetta and Alessandro Cannavà hanno definito gli steps finali per la realizzazione delle immagini elaborate in 3DS Max e Corona Renderer. Questo e altri modelli, elaborati durante il workshop, sono disponibili per il download direttamente dal mio profilo Sketchfab: https://sketchfab.com/carlosfaustino Ed ecco le immagini finali: Food Photogrammetry: Carlos Faustino Final Images: Gabriele Simonetta and Alessandro Cannavà Post Production: Alessandro Cannavà Inoltre tutti i modelli presenti nei render sono disponibili per il download direttamente dalla pagina di treddi ( sviluppati in 3ds Max and Corona Render). Enjoy! https://www.treddi.com/forum/files/file/1395-bassfish/ https://www.treddi.com/forum/files/file/1403-soppressata/ https://www.treddi.com/forum/files/file/1400-onions/ https://www.treddi.com/forum/files/file/1401-pecorino/ https://www.treddi.com/forum/files/file/1402-potatoes/ https://www.treddi.com/forum/files/file/1396-bowl-clams/ Carlos Faustino www.carlosfaustino.net
  3. Following with what Grabiele Simonetta (https://www.treddi.com/cms/making-of/making-of-im-arch-foodscan-prima-parte/4052/) said on his previous article, my part on this workshop organized by Im-Arch ((http://www.im-arch.com/), was to "bring to the table" a series of food models using the photogrammetry technique in order to aquire them. I'm a self-taught 3d artist and I have been working and developing my skills on photogrammetry for almost two years. This specific technique can give you amazing models with an incredible detail, and that was what kept me motivated and wanting to go further with this. The software used for these reconstructions was 3DF Zephyr. https://www.3dflow.net This challenge was presented to me by Fabio D’Agnano and Gilda Lombardi and during the three day workshop I was meant to give some basic notions on photogrammetry, how to capture, light and process food models. I've done it in tandem with Fabio Pisano (chef) and since he finished cooking one plate, we let it rest and chill and then started photographing it. Thank you to all Im-Arch people (Jason Bergeron, Alessandro Cannavà, Fabio D’Agnano, Carlos Faustino, Enea Le Fons, Gilda Lombardi, Jeff Mottle, Nick Moutafis, Paola Perozzo, Fabio Pisano, Serena Ruffato, Gabriele Simonetta, Michela Tonelli). Here, I'm going to show you my workflow on the processing part (after capturing the photos) using as an example, a dish Fabio Pisano cook in Talamone. First we import the photos with or without masks and try to build a sparse cloud, showing us the first step of alignment of all our photos. From there we move towards our dense point cloud and mesh creation. We then project the texture and export the raw mesh from 3DF Zephyr. After this, we import the raw mesh in order to optimize and clean it. Finishing this process we, then, get the model retopologised and ready to use on any 3d environment after doing some baking with the textures. After this part, Gabriele Simonetta and Alessandro Cannavà created the final step and shaders for final render made in 3DS Max and Corona Renderer. This model is available to download for free as well as other three models via my sketchfab profile: https://sketchfab.com/carlosfaustino Here the Final Images: Food Photogrammetry: Carlos Faustino Final Images: Gabriele Simonetta and Alessandro Cannavà Post Production: Alessandro Cannavà And here, all models showed in the final image are available for download from treddi page (made in 3ds Max and Corona Render) https://www.treddi.com/forum/files/file/1395-bassfish/ https://www.treddi.com/forum/files/file/1403-soppressata/ https://www.treddi.com/forum/files/file/1400-onions/ https://www.treddi.com/forum/files/file/1401-pecorino/ https://www.treddi.com/forum/files/file/1402-potatoes/ https://www.treddi.com/forum/files/file/1396-bowl-clams/ Carlos Faustino www.carlosfaustino.net
  4. thumb
    Dear all friends, Paradise Island, I create this image with: 3Ds max , V-ray, Photoshop I hope you like it! Best regards,
  5. thumb
    Vivere perso in mare, così penso che un guardiano di faro veda la sua vita e onestamente, a volte lo invidio. Scena realizzata per la 3D Art competition "Lost At Sea" organizzata da Turbosquid. Scene e modelli realizzati in 3DsMax render engine Vray, senza postproduzione, ad eccezione degli effetti applicabili con il VFB+, Bloom e Glare e LUT correction, texture fatta in Photoshop. 3rd party content used in the scene: The background sky is a Noemotion HDR by Peter Sanitra is licensed under a Creative Commons (http://noemotionhdrs.net/). The rocks are a modified version of the scanned model by 3dhdscan are licensed under CC Attribution from Sketchfab (https://sketchfab.com/3dhdscan). As suggested by Turbosquid, I used, as a base model, 3 model from the SteamCell free model allowed, The LightHouse, The Yellow coat and the LifePreserver, I modified a lot adding details and texture changes.
  6. thumb
    District on sea inspired by the city of Οία, a city on the island of Santorini. Software: Blender
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    Detailing, texturing and shading in 3ds Max and Mental ray. Project realized in collaboration with RENDERMADE.
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    Detailing, texturing and shading in 3ds Max and Mental ray. Project realized in collaboration with RENDERMADE.
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    Detailing, texturing and shading in 3ds Max and Mental ray, post production in Photoshop Project realized in collaboration with RENDERMADE.
  10. thumb
    Detailing, texturing and shading in 3ds Max and Mental ray, post production in Photoshop Project realized in collaboration with RENDERMADE.
  11. thumb
    Ciao ragassi, oggi vi presento l'ultimo l'avoro fatto, o meglio, l'ultimo lavoro andato in stampa perchè è stato completato quasi un anno fà. Si chiama "L'ultimo sogno" è di Valentina Fontana ed è edito dalla Mondadori SpA. Grazie a tutti e buon lavoro Roberto
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