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	<title>NinjaFredde.com</title>
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	<link>http://ninjafredde.com</link>
	<description>Hardcore Gamer &#38; Designer for Hire</description>
	<lastBuildDate>Wed, 28 Oct 2009 17:19:42 +0000</lastBuildDate>
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		<title>3d ice shader</title>
		<link>http://ninjafredde.com/?p=1424</link>
		<comments>http://ninjafredde.com/?p=1424#comments</comments>
		<pubDate>Wed, 28 Oct 2009 15:27:11 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/?p=1424</guid>
		<description><![CDATA[Your own 3d ice machine]]></description>
			<content:encoded><![CDATA[<p>This is a short tutorial/overview of the Vray ice shader I put together for a recent print job. It required a photo realistic speech bubble made of ice and rather than trying to make one for real I was brought in to make one in 3d.</p>
<p><strong>1. The scene</strong><br />
<a href="http://ninjafredde.com/wp-content/upLoads/2009/10/setup.jpg"><img class="alignright size-thumbnail wp-image-1434" title="setup" src="http://ninjafredde.com/wp-content/upLoads/2009/10/setup-270x172.jpg" alt="setup" width="270" height="172" /></a>The scene is very simple to setup. A floor plane to place the ice on, the ice mesh and one plane Vray light source in the top left corner to give the ice a nice highlight. Add a camera and there you go.</p>
<p><strong>2. The ice mesh</strong><br />
The ice mesh was built as a very rough low polygon shape. Once you have the rough shape add the turbo smooth modifier in four iterations. If you are a dedicated quad modeler like me, this will give you a very dense, smooth and boring mesh. So next you add a noise modifier to mess the shape up. Play with the values but depending on the mesh you would need to use the fractal option as well as tweaking the scale value.</p>
<p><a href="http://ninjafredde.com/wp-content/upLoads/2009/10/mesh.jpg"><img class="alignright size-thumbnail wp-image-1429" title="mesh" src="http://ninjafredde.com/wp-content/upLoads/2009/10/mesh-270x172.jpg" alt="mesh" width="270" height="172" /></a>Once you are happy and the noise hasn&#8217;t completely destroyed the shape you then add the optimize modifier. This will peel away polygons depending on an angle threshold. Again, experiment with the values. You can see the result on my speech bubble in the image below. Hopefully, you got lot&#8217;s of detail by the edges and less detail in the flat areas. With this, you would then again add a turbo smooth modifier with one iteration to get rid of the super sharp polygon edges.</p>
<p>Next step is to add the UV coordinates. For this pretty much flat bubble shape I didn&#8217;t bother to unwrap it but instead just used a planar projection. Lastly, I put on a smooth modifier to assign all polygons to the same smoothing group.</p>
<p><strong>3. Maps</strong><br />
<a href="http://ninjafredde.com/wp-content/upLoads/2009/10/maps.jpg"><img class="alignright size-thumbnail wp-image-1428" title="maps" src="http://ninjafredde.com/wp-content/upLoads/2009/10/maps-270x172.jpg" alt="maps" width="270" height="172" /></a>I created the texture maps half from photo references and half by hand painting in Photoshop. What you want is a nice, frosty image as a basis which you turn black and white. To have the ice be clearer towards the edges you just spray black. I then needed to clone and create a lot of new cracks. Since the middle part of the ice will appear to be solid snow this area needs to be almost full black, but keep a version with the details in for the bump map. When you are done you simply invert it either in Max or Photoshop. This will be your reflect, glossiness and refraction map. The bump map is the same image without inversion and not burned out for the transparency to work. We need those details.</p>
<p><strong>4. The shader</strong><br />
<a href="http://ninjafredde.com/wp-content/upLoads/2009/10/shader.jpg"><img class="alignright size-thumbnail wp-image-1431" title="shader" src="http://ninjafredde.com/wp-content/upLoads/2009/10/shader-270x172.jpg" alt="shader" width="270" height="172" /></a>Go to the material editor and create a new Vray material (VrayMtl). For diffuse, just put a nice, ice white color. In reflection, turn on Fresnel and then stick your inverted<br />
ice crack map in the reflect and glossiness slots and also in the refract slot. The bump map goes in the bump map slot obviously. I experimented with using the bump map for displacement but the render times went sky high, which is also why I opted to go for the modeling technique described above.</p>
<p>In the refract section, make sure to check the affect shadows option. Otherwise you&#8217;ll get a solid shadow even where there shouldn&#8217;t be one.</p>
<p><strong>4. Render settings</strong><br />
<a href="http://ninjafredde.com/wp-content/upLoads/2009/10/rsettings.jpg"><img class="alignright size-thumbnail wp-image-1430" title="rsettings" src="http://ninjafredde.com/wp-content/upLoads/2009/10/rsettings-270x172.jpg" alt="rsettings" width="270" height="172" /></a>I switched GI on in the render settings, using the Irradiance map and Light cache engines. You can set them pretty low quality as this is more to lighten up the non-lit sides. For global illumination and environment reflection I&#8217;m using a HDR image of a beach. Doesn&#8217;t really matter what image you use as long as it has a bit of horizon. You could probably get away with a gradient even.</p>
<p><strong>5. In conclusion</strong><br />
When it comes to renders like this with lots of transparency and whites, you are going to spend a lot of time tweaking. It&#8217;s a very fine line between too burnt out whites and gray looking snow. On top of that, what makes a render like this work is what you put behind it and around it. Then environment map for instance has a lot of influence on the overall colors.</p>
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		<item>
		<title>Enhancing 3d with Photoshop</title>
		<link>http://ninjafredde.com/?p=1393</link>
		<comments>http://ninjafredde.com/?p=1393#comments</comments>
		<pubDate>Sun, 25 Oct 2009 07:45:47 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/?p=1393</guid>
		<description><![CDATA[Degrading 3d to make it look more real]]></description>
			<content:encoded><![CDATA[<p>As a 3d artist, one of the biggest challenges is to minimize the &#8220;3d-feel&#8221;. This usually involves degrading the render with real-life photographic effects such as grain, lens flares, focus blur etc. I used the easy to follow Photoshop tutorials found <a href="http://sixrevisions.com/photoshop/22-professional-photoshop-image-enhancing-tutorials/">here</a></p>
<p>Clean render:<br />
<img src="http://ninjafredde.com/wp-content/upLoads/2009/10/kowloonClean.jpg" alt="kowloonClean" title="kowloonClean" width="540" height="810" /></p>
<p>Cinema effect: (<a href="http://sixrevisions.com/photoshop/22-professional-photoshop-image-enhancing-tutorials/">tutorial link</a>)<br />
<img src="http://ninjafredde.com/wp-content/upLoads/2009/10/kowloonCinema.jpg" alt="kowloonCinema" title="kowloonCinema" width="540" height="810"  /></p>
<p>Lomo effect: (<a href="http://digital-photography-school.com/how-to-make-digital-photos-look-like-lomo-photography">tutorial link</a>)<br />
<img src="http://ninjafredde.com/wp-content/upLoads/2009/10/kowloonLomo.jpg" alt="kowloonLomo" title="kowloonLomo" width="540" height="810" class="alignnone size-full wp-image-1403" /></p>
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		<title>3d Dragon rendered optical illusion</title>
		<link>http://ninjafredde.com/?p=1311</link>
		<comments>http://ninjafredde.com/?p=1311#comments</comments>
		<pubDate>Sat, 17 Oct 2009 08:23:32 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[Optical illusions]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/portfolio/?p=1311</guid>
		<description><![CDATA[The red dragon has his eye's on you!]]></description>
			<content:encoded><![CDATA[<p>This is normally done as a paper cut-out but I realized it would work equally well created in a 3d program. The dragon&#8217;s head appears to follow your movements. It&#8217;s an optical illusion where your brain makes assumptions about the shape. In a way it works better since you can use evenly distributed global illumination. Any directional light would create shadows that would break the illusion. Rendered in MentalRay.</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/0uH2mAaqtAY&#038;hl=en&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/0uH2mAaqtAY&#038;hl=en&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
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		<title>Delta fighter</title>
		<link>http://ninjafredde.com/?p=1217</link>
		<comments>http://ninjafredde.com/?p=1217#comments</comments>
		<pubDate>Tue, 13 Oct 2009 17:56:18 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[ship]]></category>
		<category><![CDATA[space]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/portfolio/?p=1217</guid>
		<description><![CDATA[Pointy shapes lead to this.]]></description>
			<content:encoded><![CDATA[<p>Again, spending way too much time getting inspiration from the guys over at <a href="http://conceptships.blogspot.com/">http://conceptships.blogspot.com/</a></p>
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		<title>Lemonade website</title>
		<link>http://ninjafredde.com/?p=1102</link>
		<comments>http://ninjafredde.com/?p=1102#comments</comments>
		<pubDate>Tue, 06 Oct 2009 02:32:39 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[Art director]]></category>
		<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/portfolio/?p=1102</guid>
		<description><![CDATA[Freshly squeezed web design]]></description>
			<content:encoded><![CDATA[<p>Lemonade needed their rich portfolio of advertising work put online quickly. Plus they needed a simple cms to keep it updated with new work and blogs. It therefore came natural to use the WordPress platform which allows for easy content management, user administration and importantly a flexible way to change the look and feel of the site.</p>
<p>This one uses a heavily modified version of the theme ePhoto by Elegant Themes. It has built in jQuery slider functionality and works very well in all browsers.</p>
<p>You can visit the live website here: <a href="http://www.lemonade.sg">http://www.lemonade.sg</a></p>
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		<title>Muscle car 3d animation</title>
		<link>http://ninjafredde.com/?p=51</link>
		<comments>http://ninjafredde.com/?p=51#comments</comments>
		<pubDate>Thu, 24 Sep 2009 02:00:51 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[car]]></category>
		<category><![CDATA[physics]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/portfolio/?p=51</guid>
		<description><![CDATA[3d muscle car animation]]></description>
			<content:encoded><![CDATA[<p>Using only a single photographic reference found on the internet, I built this 1970s Shelby. Check out the wireframe to see the un-smoothed topology.</p>
<p>The rig is very simple. Basically it&#8217;s the four wheels plus the car body. This is usually enough to make convincing animation using only a bit of fractal noise rotation keys to similate the movement over the car chassis.</p>
<p>Car physics is always a bit of a hassle to get looking right and I&#8217;ve tried a lot of different approaches. This one is using an amazing plug in created by Andrey Kozlov (Karba). It&#8217;s called MadCar and the coolest feature by far is that you can either key frame animate or record your driving using either keyboard, mouse or a gamepad! This makes for a lot more interesting animations since you are actually driving the car instead of hand-keying.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/ICcf3ea5Gns&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="400" src="http://www.youtube.com/v/ICcf3ea5Gns&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><img class="alignnone size-large wp-image-430" title="carWire" src="http://ninjafredde.com/wp-content/upLoads/2009/01/carWire1-800x450.jpg" alt="carWire" width="560" height="335" /></p>
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		<title>JigLib physics library for XNA</title>
		<link>http://ninjafredde.com/?p=642</link>
		<comments>http://ninjafredde.com/?p=642#comments</comments>
		<pubDate>Thu, 09 Jul 2009 17:28:27 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[XNA Game development]]></category>
		<category><![CDATA[car]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/portfolio/?p=642</guid>
		<description><![CDATA[Physics simulation in XNA]]></description>
			<content:encoded><![CDATA[<p>I downloaded the JigLib physics library for XNA and implemented a car model of my own into the out-of-the-box application. It works amazingly well as JigLib takes care of acceleration, drag, friction, collisions etc. I still reckon that it&#8217;s a bit overkill for me especially since the main goal of my car game is not realism but pure speed, action and above all &#8211; a fun game play experience.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/D2A-nDAipVY&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="400" src="http://www.youtube.com/v/D2A-nDAipVY&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Ship design</title>
		<link>http://ninjafredde.com/?p=637</link>
		<comments>http://ninjafredde.com/?p=637#comments</comments>
		<pubDate>Thu, 09 Jul 2009 10:13:20 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[toon]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/portfolio/?p=637</guid>
		<description><![CDATA[Low-polygon model space ship]]></description>
			<content:encoded><![CDATA[<p>So I spent way too much time on this blog <a href="http://conceptships.blogspot.com/">http://conceptships.blogspot.com/</a> and decide it&#8217;s time to build some space ships. Spent the day throwing together some polygons while the contractors where tearing down my toilet and cutting tiles. Still, came out nicely, despite terribly annoying background noise.</p>
<p>This is rendered using Vray and its toon outline shader.</p>
<p><img class="alignnone size-full wp-image-638" title="newFighterFront" src="http://ninjafredde.com/wp-content/upLoads/2009/07/newFighterFront.jpg" alt="newFighterFront" width="560" height="380" /><br/><br />
<em>Ship front view. Even though it&#8217;s using toon shaders, the main shader has falloff reflections.</em></p>
<p><img class="alignnone size-full wp-image-639" title="newFighter3q" src="http://ninjafredde.com/wp-content/upLoads/2009/07/newFighter3q.jpg" alt="newFighter3q" width="560" height="380" /><br/><br />
<em>Without textures yet. Just simple, flat shaders.</em></p>
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		<title>Slurpie translucency</title>
		<link>http://ninjafredde.com/?p=335</link>
		<comments>http://ninjafredde.com/?p=335#comments</comments>
		<pubDate>Tue, 23 Jun 2009 17:33:29 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[translucency]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/portfolio/?p=335</guid>
		<description><![CDATA[Play with translucency and displacement. ]]></description>
			<content:encoded><![CDATA[<p>Just playing with translucency and displacement. Translucency is what is going on with the sun light penetrating the paper cup and the straw. They are not transparent objects, but they do let light through. This one is using V-Ray standard shaders.</p>
<p>The ground plane is using a procedural displacement shader using several layers of fractal noise.</p>
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		<title>Heineken 3D Beer models</title>
		<link>http://ninjafredde.com/?p=456</link>
		<comments>http://ninjafredde.com/?p=456#comments</comments>
		<pubDate>Sat, 20 Jun 2009 10:54:50 +0000</pubDate>
		<dc:creator>NinjaFredde</dc:creator>
				<category><![CDATA[3D Artist]]></category>
		<category><![CDATA[beer]]></category>

		<guid isPermaLink="false">http://ninjafredde.com/portfolio/?p=456</guid>
		<description><![CDATA[3d beer for Heineken Singapore]]></description>
			<content:encoded><![CDATA[<p>Using real life references (later consumed) together with design documents from the client (returned) I created a can, keg and two different sized bottles. Publicis Singapore then used these models for the Heineken online campaign found here (<a href="http://www.heineken.com.sg/">http://www.heineken.com.sg/</a>)</p>
<p>The cost of using photography for these bottle shots are quite immense, so Publicis looked for a way to streamline the process, especially for the web where one can get away with lower resolution. That&#8217;s when they commissioned me to create, texture, shade and light these models.</p>
<p>As always when dealing with liquid inside glasses, one must be careful the outside polygons of the liquid is inside the polygons of the glass. This is because it&#8217;s practically impossible to model the two shapes (liquid and glass) close but not touching each other without getting render defects. Using the overlapping technique, Vray will calculate the index of refraction correctly and without seams.</p>
<p><img class="alignnone size-large wp-image-458" title="test1" src="http://ninjafredde.com/wp-content/upLoads/2009/06/test1-587x600.jpg" alt="test1" width="560" height="560"/></p>
<p><img class="alignnone size-full wp-image-459" title="all4" src="http://ninjafredde.com/wp-content/upLoads/2009/06/all4.jpg" alt="all4" width="560" height="310" /></p>
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