Beakers Background

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I modelled these beakers in Lightwave 11.6. I was going to just use hard surfaces and turn smoothing on for the curved surfaces, and that would have worked had I not used too few sides on the original disc I used for the beaker. But faceting was really obvious so I just subpatched the models and hey presto – smooth curves. Beakers are easy to model: start with a disc and then bevel up. Micro bevel to avoid any right angles.

I’m quite proud of the scratches on these beakers. I had a very large image of scratches that I added to the bump channel and turned the opacity down to maybe 50%.

The first image is with a white background because I always create the first one in a “radiosity dome”, if you like: a luminous white dome with 100% diffuse and a white 100% diffuse floor, just to test out the models and textures. Once happy, I added some textures to the floor and adjusted the luminosity of the dome (which provides the light).

Once that was sorted I started messing with depth of field to make the more distant beakers blurry.

Toy Car PowerPoint Background

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Now that’s a shiny toy car! It was modelled in Lightwave 11.6.3 using box modelling. I started with an ellipse and extruded it, subpatched it for the curves and multishifted for the cockpit.

The blue car body has a gradient reflection on it, with an image map for the numbers. I struggled with the number on the side because, as it’s a planar projection, it stretched a little along the top of the car body when it was too big. Sizing it down to its current dimensions avoided the stretch. I guess could have uv mapped it but I went for the lazy option.

The tyres have three grooves in them that are modelled (not textured) and the bump is just a procedural.

There is some depth of field on the camera and radiosity in the render.