﻿<?xml version='1.0' encoding='UTF-8'?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>pbviz.com / Work in Progress... / Gallery </title><generator>InstantForum.NET v4.1.4</generator><description>pbviz.com</description><link>http://www.pbviz.com/forum/</link><webMaster>forum@pbviz.com</webMaster><lastBuildDate>Thu, 11 Mar 2010 11:07:17 GMT</lastBuildDate><ttl>20</ttl><item><title>Intellidrive Interactive Screenshot</title><link>http://www.pbviz.com/forum/Topic2887-12-1.aspx</link><description>Hello all, Just did a quick lighting build to see how everything was looking with the lighting applied and we're really happy with the results.  Please keep in mind that this is VERY early in development.&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/b5a6df8f-11bc-460f-b97e-c407.jpg"&gt;</description><pubDate>Tue, 02 Mar 2010 19:02:14 GMT</pubDate><dc:creator>Tom</dc:creator></item><item><title>IntelliDrive Interactive (UDK) Journal #1</title><link>http://www.pbviz.com/forum/Topic2838-12-1.aspx</link><description>Let me begin with a little rundown of this project. Intellidrive Interactive  is planed to be a fully interactive demonstration of applications base don the IntelliDrive platform. The player will be seated in a custom-built chassis with three 46" LCD monitors, a 1000+W 5.1 surround system, steering wheel, pedals, the works!&lt;br&gt;&lt;br&gt;We're using the UDK from Epic Games. The UDK is essentially the whole Unreal 3 engine minus the C++ code. This makes it absurdly powerful, but also absurdly complex. We are hoping to achieve a very high level of graphic fidelity combined with a very playable and engaging demonstration of IntelliDrive.&lt;br&gt;&lt;br&gt;Our first step has been to determine the setup we'd like to place the players in. The team decided that a custom chassis based on the following design would be purchased:&lt;br&gt;[img]http://content.screencast.com/users/kopar/folders/Jing/media/83da0fdc-8e51-4ca0-b215-5905d76159ee/HSP.png[/img]&lt;br&gt;(We're likely getting rid of the fames and adding support for 3 monitors.</description><pubDate>Fri, 22 Jan 2010 15:25:58 GMT</pubDate><dc:creator>Tom</dc:creator></item><item><title>Where water meets terrain...</title><link>http://www.pbviz.com/forum/Topic2091-12-1.aspx</link><description>Here are a couple of shots from a project that I am presently working on. My water surface is textured with a V-RayMatl. I have a couple of different masks in the Refract, Translucent, and Opacity slots and a Noise map in the Bump slot.&lt;P&gt;I am satisfied with the overall water surface quality, but where the water meets the shore, I am not. I am getting this jagged saw-tooth effect. It is quite apparent in the "downstream" view.&lt;/P&gt;&lt;P&gt;My first thought is that perhaps the polygons there are not fine enough to smooth this out.&lt;/P&gt;&lt;P&gt;This is the downstream view&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/71854124-36ce-4e1b-81d4-0f08.bmp"&gt;&lt;/P&gt;&lt;P&gt;This is the upstream view&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/41b91c4a-d1c4-4baf-8fe5-14a6.bmp"&gt;</description><pubDate>Mon, 23 Feb 2009 18:21:38 GMT</pubDate><dc:creator>Claudio Branch</dc:creator></item><item><title>rendering problem</title><link>http://www.pbviz.com/forum/Topic2748-12-1.aspx</link><description>Hi everybody&lt;P&gt;my name is Moyassar &amp;amp; and working in PB kuwait.&lt;/P&gt;&lt;P&gt;I am working now on a big project , it is a 45 km road in the desert ,I already finish the whole model &amp;amp; i don't have a lot of objects to add there except cars and there are about 13 million polygons in the scene 8.5 milion of them are cars.&lt;/P&gt;&lt;P&gt;my problem is the scene is not rendering at all if I merge the cars. and also i want i want to make it real as much as possible.&lt;/P&gt;&lt;P&gt;My machine's processor is Intel Pentuim III Xeon processors (4 CPUs) 2.8 GHz&lt;/P&gt;&lt;P&gt;with 6 MB RAM&lt;/P&gt;&lt;P&gt;NVIDIA Geforce 9500 Gt 1024 MB&lt;/P&gt;&lt;P&gt;i am using 3ds max 2009 and VRay for rendering&lt;/P&gt;&lt;P&gt;please what is the best thing i can do in my situation ? and is it better to use render farm?&lt;/P&gt;&lt;P&gt;I insert one image to show what's happening with me &lt;/P&gt;&lt;P&gt;regards&lt;/P&gt;&lt;P&gt;moyassar&lt;/P&gt;&lt;P&gt; &lt;BR&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/5a1bfa98-1307-469e-be74-ccfa.jpg"&gt;</description><pubDate>Mon, 14 Dec 2009 05:47:07 GMT</pubDate><dc:creator>moyassar wattar</dc:creator></item><item><title>ICC still</title><link>http://www.pbviz.com/forum/Topic2638-12-1.aspx</link><description>I am working on some animations for the Maryland Intercounty Connector (ICC).  They are developing an informational video (through Siquis) that will go out to the public in a few weeks.  I've been having some fun being able to take some artistic licenses with the environment since they are not concerened about showing a particular part of the proposed toll way.  I was given some plan drawings and more or less made up the rest and scavenged for some of our past projects in the area.  Any CC welcomed:&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/8b1821c7-7a87-4c08-b2a0-1fb3.jpg"&gt;</description><pubDate>Tue, 15 Sep 2009 21:58:00 GMT</pubDate><dc:creator>Glen Loyd</dc:creator></item><item><title>frame for rendering</title><link>http://www.pbviz.com/forum/Topic2718-12-1.aspx</link><description>I am trying out some frames for my rendering and I'm not sure which one I like. I'm not sure if I even need one but I thought it would be fun to play around with. Let me know your thoughts. I will give a few options if I can. &lt;P&gt;Original&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/2137b7e2-9f07-4cdc-aa3e-32b6.jpg"&gt;&lt;/P&gt;&lt;P&gt;Frame option 1&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/51172bf9-8098-48df-8f3b-c1fa.jpg"&gt;&lt;/P&gt;&lt;P&gt;Frame option 2&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/5634a149-bdb0-4b0d-8bee-9c9e.jpg"&gt;</description><pubDate>Wed, 25 Nov 2009 17:03:52 GMT</pubDate><dc:creator>dekk</dc:creator></item><item><title>Lane Striping &amp; Fences</title><link>http://www.pbviz.com/forum/Topic2505-12-1.aspx</link><description>Hi all,&lt;P&gt;I have two questions related to lane striping and bridge fencing.&lt;/P&gt;&lt;P&gt;1) After applying an edit poly modifier to my highway road lofts, I loop select the striping edges and make a bunch of lines. Those lines do not always have the same start point, so sometimes the sweeped dashed lines do not line up. How do you guys handle this? I have been adding a ton of additional materials for each stripe that contain the same dashed line alpha map, but I offset the alpha map until the lane stripes line up. There has to be a better way to do that. I hope this question makes sense...if not, please let me know and I will upload a test render.&lt;/P&gt;&lt;P&gt;2) Please see the bridge test renders. The fencing is not really showing up in the overall aerial rendering, even with high image precision settings. It is simply an alpha map over a black diffuse color...nothing special for now. Do you know what steps I could take to make the fencing show up in renders from a distance, or at least have them look black and reveal less of the posts behind the fence?&lt;/P&gt;&lt;P&gt;Any suggestions would be appreciated. Thanks for your time!&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/41c364e9-f1bb-4ca8-815f-c0bf.jpg"&gt;&lt;BR&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/1d9bbdbd-cf22-43d5-8a55-3a29.jpg"&gt;</description><pubDate>Thu, 23 Jul 2009 16:49:41 GMT</pubDate><dc:creator>Eric Pheifer</dc:creator></item><item><title>Lotus Exige car WIP</title><link>http://www.pbviz.com/forum/Topic2541-12-1.aspx</link><description>WIP of a Lotus Exige as a personal project in my own time to practice with 3ds Max (my skills/qualifications are with Maya, but my work with PB requires 3ds Max).&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/d3ced1b3-e32e-46b0-a13b-6b78.jpg"&gt;&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/a95f88e4-4112-48f7-8ba6-30bc.jpg"&gt;</description><pubDate>Mon, 17 Aug 2009 14:06:18 GMT</pubDate><dc:creator>Dylan Swan</dc:creator></item><item><title>New Demo Reel</title><link>http://www.pbviz.com/forum/Topic2427-12-1.aspx</link><description>I am looking into making a new demo reel.  I watched mine here a few weeks ago and thought, "WTF?" ... so, I want to make a new and improved reel!  :)&lt;br&gt;&lt;br&gt;What kinds of things are people looking for now days in demo reels?  Flashy text?  Faced paced (3 seconds or less) per scene?  &lt;br&gt;&lt;br&gt;Just any kind of advice would be great.&lt;br&gt;Plus, actually MAKING this thread makes me feel guilty if I DON'T work on it.  :D&lt;br&gt;&lt;br&gt;Hopefully, I will start posting updates next week.  :)  So, stay tuned!</description><pubDate>Fri, 26 Jun 2009 03:03:55 GMT</pubDate><dc:creator>Larissa</dc:creator></item><item><title>Orca</title><link>http://www.pbviz.com/forum/Topic2617-12-1.aspx</link><description>Just a little something that I'm working on at the moment. Thought I'd throw it out there to get some ideas and stuff. Going to add a lot more detail when I get the chance but here is the basic start. Using dreamscape for the lighting. Still trying to get my head around it but an awesome plugin though -&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/6d010633-a39f-4521-908f-33d8.jpg"&gt;&lt;/P&gt;&lt;P&gt;Idea for the buildings actually came from the lord of the rings with the river shot facing the two giant (kings of old) statues, rofl I know random. &lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/f9395b91-a4ba-4ab5-aa73-5401.jpg"&gt;</description><pubDate>Thu, 03 Sep 2009 05:53:42 GMT</pubDate><dc:creator>TKaihea</dc:creator></item><item><title>Rural Highway WIP - First posting</title><link>http://www.pbviz.com/forum/Topic2566-12-1.aspx</link><description>Hi all,&lt;P&gt;Long time viewer, first time poster. I see a lot of amazing work on this site, and I thought I'd finally chime in with a project I'm currently working on. It's a 10km rural highway upgrade, the animation will run for approx 13500 frames (Aerial, Northbound and Southbound runs).&lt;/P&gt;&lt;P&gt;The attached rendering is straight out of the VFB, using 3ds Max 2009 with mental ray (32-bit).&lt;/P&gt;&lt;P&gt;I'm still very green when it comes to post production work, my company has just purchased After Effects which I am looking forward to getting into - looks like a lot of fun. I have just rendered out a separate AO pass at this point - I obviously have a lot more work to do.&lt;/P&gt;&lt;P&gt;I'm really looking to improve the quality of the animation, so any ideas/suggestions/comments would be most welcome.&lt;/P&gt;&lt;P&gt;Thanks in advance&lt;/P&gt;&lt;P&gt;AM&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/e685087d-eb97-4ebe-acbd-f654.jpg"&gt;</description><pubDate>Fri, 21 Aug 2009 08:59:20 GMT</pubDate><dc:creator>Andrew M</dc:creator></item><item><title>Foggy Night</title><link>http://www.pbviz.com/forum/Topic2285-12-1.aspx</link><description>I've been playing with the new Vray atmospherics and been having a lot of fun :D&lt;BR&gt;They take forever to render and requires some pretty advanced Vray knowledge to make them clean and fast enough for production but we've managed to get each frame down to under 60 min at 720p, so that's not too shabby :/ &lt;BR&gt;Good thing we have a render farm!&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/ecace372-0830-47ef-a7f8-70a6.jpg"&gt;&lt;/P&gt;&lt;P&gt;I'm rendering the atmospherics as a separate pass due to some sampling issues and it gives me the ability to control the atmospherics levels in post:&lt;BR&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/09c32a77-31f5-4031-ac28-dac5.jpg"&gt;</description><pubDate>Wed, 20 May 2009 17:53:00 GMT</pubDate><dc:creator>Tom</dc:creator></item><item><title>Pool scene from Evermotion</title><link>http://www.pbviz.com/forum/Topic2319-12-1.aspx</link><description>It doesn't look like I will be finishing this in time for the Evermotion competition so, I will post it here.  &lt;br&gt;&lt;br&gt;3DSM 2008&lt;br&gt;VRay&lt;br&gt;&lt;br&gt;[img]http://www.digitalputty.net/3d_wips/evermotion_pool/052209/cam01_01.jpg[/img]&lt;br&gt;&lt;br&gt;[img]http://www.digitalputty.net/3d_wips/evermotion_pool/052209/cam04_01.jpg[/img]&lt;br&gt;&lt;br&gt;Lame top view:&lt;br&gt;[img]http://www.digitalputty.net/3d_wips/evermotion_pool/052209/topview_01.jpg[/img]</description><pubDate>Fri, 22 May 2009 21:27:39 GMT</pubDate><dc:creator>Larissa</dc:creator></item><item><title>Attempt at Highway Modeling</title><link>http://www.pbviz.com/forum/Topic2399-12-1.aspx</link><description>[img]http://img8.imageshack.us/img8/1020/060309twospanalternativ.jpg[/img]&lt;br&gt;&lt;br&gt;Hey guys,&lt;br&gt;&lt;br&gt;I've been reading a lot of great posts and tutorials on this site and I decided it was time for me to throw in a post! I'm a newbie to 3ds Max (I've been learning as a hobby that recently became a part-part-time job) so please go easy on me, but comments and suggestions are more than welcome. Clearly the surrounding area (tiled grass, lack of trees, etc) needs a ton of work but those were left out because my company has incredibly limited rendering capabilities.&lt;br&gt;&lt;br&gt;I developed a short animation, and have posted a frame from that animation above, that shows how we engineers would handle construction staging for an upcoming project to build some flyover ramps for the I-93 I-95 Interchange in Woburn, MA. The image above shows an alternative we considered using a pier in the median. Another alternative was to use a single span to cross I-95.&lt;br&gt;&lt;br&gt;The questions I have for you guys are (1) what is a good way to show the different segments of the box girders and (2) how should I texture the ramp merge areas that should have the hatch-like white stripes? I wanted to show the different segments of the box girders (e.g. 100' sections) but I wasn't sure what the right approach was.&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;Eric</description><pubDate>Fri, 19 Jun 2009 06:00:16 GMT</pubDate><dc:creator>Eric Pheifer</dc:creator></item><item><title>Exeter Science Park - My First 3d Work</title><link>http://www.pbviz.com/forum/Topic2161-12-1.aspx</link><description>I was recently asked to do a 3d drawing of a prelim design that we are submitting to the Highways Agency.&lt;/P&gt;&lt;P&gt;Attached are 2 finished renders, the bridge took me about 13 hours to produce in autocad and also rendered using the built in renderer.&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/5b9688e9-2c36-453c-b6bc-e20.jpeg"&gt;&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/4902ca0c-58eb-4cf2-b7b1-853.jpeg"&gt;&lt;/P&gt;&lt;P&gt;Im quite happy with this seen as though its my first real 3d work. I tried to import into 3ds but the arches were not smooth enough and i didnt have the alocated hours in the job to play around.&lt;/P&gt;&lt;P&gt;Any comments are welcome.</description><pubDate>Thu, 26 Mar 2009 15:54:21 GMT</pubDate><dc:creator>S Shortland</dc:creator></item><item><title>Signature Water Tower</title><link>http://www.pbviz.com/forum/Topic1956-12-1.aspx</link><description>I usually do 3 or 4 water towers every year. Here is my progress thus far on my latest project. This client wants something more than just utilitarian water storage. They want an iconic structure that reflects the progress attitudes of the city.&lt;P&gt;The bowl will be painted to simulate stainless steel and they are in the process of choosing wind turbines to place along the periphery of the bowl. The site is not finished. It still needs a security fence, gates, foliage, etc. I will probably also "Summer-ize" the finished image...you know make everything spring green.&lt;/P&gt;&lt;P&gt;Image was created with Max, V-Ray, and Photoshop.&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/17dcc2d2-618e-4ca7-9129-2697.bmp"&gt;</description><pubDate>Mon, 02 Feb 2009 18:37:26 GMT</pubDate><dc:creator>Claudio Branch</dc:creator></item><item><title>Windfarm</title><link>http://www.pbviz.com/forum/Topic1713-12-1.aspx</link><description>I've been working up a rendering of a oceanic windfarm.  It's sort of personal work, but could be used for various things within the company.  The water geometry was generated using Dreamscape and I like what's going on with the waves, but the water's material still isn't quite right.  I have blend material setup with multilevel noise for the main water, and a sea foam that's not very obvious in the rendering.  &lt;/P&gt;&lt;P&gt;I'm going for a stormy feel.  Any all all comments welcome...&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/51bb47b8-ebe0-417b-a3c6-7391.png"&gt;</description><pubDate>Thu, 15 May 2008 16:11:08 GMT</pubDate><dc:creator>Glen Loyd</dc:creator></item><item><title>Water?</title><link>http://www.pbviz.com/forum/Topic1351-12-1.aspx</link><description>I'm working on an animation of some industrial steel structures (shiploaders) in action at a port and would like to include some realistic representation of the water surface.  I've got some decent water materials but would like to open a discussion of ways to better represent (animated) water surfaces in Max.  Please include discussion of both advanced rendering methods and simplified, older methods as I may need to reduce complexity because the scene has a massive amount of steel - while I'd like to include raytraced reflections, not sure what that'll do to rendering times..  Thanks!&lt;br&gt;&lt;br&gt;This is a quick-and-dirty first rendering of the subject (will include a cargo tanker also) - it needs work, but the cool thing is that the model is a structural BIM.  I'm sure the perspective can be shaped up, the docks/walkways needs to be detailed, the horizon line needs work, and of course the water..  Any advice on improving the look of water surfaces in animation would be much appreciated.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;[img]http://img141.imageshack.us/img141/340/shipoloadersix4.jpg[/img]</description><pubDate>Fri, 19 Oct 2007 15:46:40 GMT</pubDate><dc:creator>Brandon</dc:creator></item><item><title>Transit Center</title><link>http://www.pbviz.com/forum/Topic1062-12-1.aspx</link><description>Hey all,&lt;P&gt;I'm working up a furturistic (but supposedly functional) transit center for a project in the UK.  I've got it to a point where it needs some detials and finished materials, but I thought I'd get some external input.  Basically, what's working, what's not, any suggestions.  Ultimately it will be an animation of a vehicle pulling in to the station with some people cruising around.  &lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/1bdc686a-06fc-402c-836d-216e.jpg"&gt;&lt;/P&gt;&lt;P&gt;FYI: I tried the Ivy generator for the "hanging vines" but it crashed my renders everytime.  I'm still trying to work out the vegetation do it looks a bit more volumetric. </description><pubDate>Tue, 17 Jul 2007 19:50:23 GMT</pubDate><dc:creator>Glen Loyd</dc:creator></item><item><title>Funky Vegitation</title><link>http://www.pbviz.com/forum/Topic466-12-1.aspx</link><description>Hey,&lt;/P&gt;&lt;P&gt;I could use some input on this background image.  The main trouble I'm having is with the vines haning on the retaining wall on the right.  They just look fake.  Granted, they are worked in using a brush and a couple shades of green.  Does anyone have any suggestions of what may help (besides scouring the internet for a vine image)?&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/748645da-4f1e-467b-a119-13bc.jpg"&gt;</description><pubDate>Tue, 09 Jan 2007 16:51:11 GMT</pubDate><dc:creator>Glen Loyd</dc:creator></item><item><title>community_center</title><link>http://www.pbviz.com/forum/Topic680-12-1.aspx</link><description>Hi guys! I'm one of the newbies here and just want to share some of my works done here in PB singapore..:)&lt;P&gt;The image is taken from the drop off point of a community center, I'm not sure about the effects and entourage&lt;/P&gt;&lt;P&gt;because it's a bit rush for competition. Hope you'll like it. Comments and suggestions are most welcome. Thanks&lt;IMG src="http://www.pbviz.com/forum/Uploads/Images/f60c706d-aec1-40db-b7f3-8ddd.jpg"&gt;</description><pubDate>Wed, 07 Mar 2007 02:06:31 GMT</pubDate><dc:creator>Raymond</dc:creator></item></channel></rss>