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janiashvili's Blog
I am making these models in my free time and so I'm modeler, However I'm also artist and humorist.



Free Toilet


 Greetings, 1 week ago I've added my toilet model for download, but unfortunately still no one has downloaded it, so I've wrote this blog to make little PR of it and show everyone, what free Toilet do exist. Download it: [link]
  As you can see, it has materials, it has everything what it should have, it's ready to render scene:
 
 As you can see, render isn't high quality, but anyway.
If, for april 28 it'll not get 10+ downloads, I'll add onto it cost;
If  for april 28 it'll have above 10 up to 20 downloads, i'll give it another month freedom;
If for april 28 it'll have 20+ downloads, I'll give it freedom
 
 
So, download here: [link]


Old school lessons and Why to learn them


Greetings!
Today I want to show why everyone should take lessons of old school (game) modeling and texturing.
 
First of all, those times everything was made with heart, every detail of object was well known by author. Today most models are made through author's experience and not by learning object itself as it was back then.
And another thing, today less attention gives to textures than needed.
 
For example, today less attention gives to fake shadows(Fake Illumination Occlusion; Illusive Illumination Occlusion) than it was ten or even five years ago; And also dramatic attention giving to normal maps. And everything this gives us dramatic result, because(and because of) modelers are making models so, that normal map's illusion of displacement shouldn't be required, however to take same result required (very) high poly subdivided models, and today technology can't afford up to 10 times better performance for basic user and gamer;  however modelers are making mid. poly models and not looking normal maps as they should do.
 
I tried my best with some models, for example this Hesco thing:
 
Hesco thing for Hypovolemia mod 
 
 And another example of my texture for model Barrel:
 
Diffuse and Normal maps 
 
As you see I've massively used normal map and fake occlusion on diffuse map. And that gives result, really good result. Most basic lightings won't give you good result, and most (gaming) software and hardware can't produce realistic illumination occlusion, so this is still required.
You may notice, what normal map has displacement there, where it's absolutely unnecessary, but it gives much better and controllable smoothing.
 
 
 
Follow me on Twitter - http://twitter.com/GJaniashvili
 
And, bye bye now
Yours, with pleasure G. Janiashvili 


A little Wrap-Up


This year going away and here comes the new year with love.
 
 
 First of all - Happy new year
 
This year was best for me as 3D artist. Funny, but I've earned most royalties in December. My most selling model overall(for whole time and on other sites)  is:
 
 
 
Yes, my models aren't best, however they can be bought 
  
 
Earlier this month I did part of real projects as a modeler for Eternal-Silence, the Mod for source engine games. I did made 1st person view cockpits.


I've made another sculpt in Mudbox (Free to Download)


Yep, i've made it again, and it is again free (as my previous Funny Mutated Head)
Here it is:
  
   
What you think, it isn't funny sculpture? It is made in Autodesk Mudbox 2011, Rendered in 3ds Max with Scanline and mental ray renderers.
 Please rate this and comment about this


Just used Mudbox and maked funny mutated head


Greetings!
I've just used Mudbox, and it is great(i never used any other 3d sculpting software, so i can't compare). I've maked it in first 20 minutes of using. (But rendered in 3ds max)
 
You can download it here for free
What you think? 


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