Missing dimensions compensation for 3d modeling – Photoshop method

Hi!

Looks familiar? Well, it should for those who work with interior 3d modeling and rendering often. Besides the apartment furniture plan, this image represents the actual wall dimensions. And, as you may noticed we have only two sizes indicated. Such deficiency creates a reasonable question – Where do I, as a 3d modeler, get all other sizes and how much work needed to model this??

Of course, I’m talking about the plans, given to you in raster image format.

Some say it is rather professional ethics question, that you must get all details about project from your client before you accept the work at creating 3d models and their render. But, unfortunately, in the times of wide popularity of 3d visualization and freelance working we not always have such choice when we can demand thoroughness from our client. Even if this is your necessary working conditions, some client could simply have no ability to provide you other info.

The long and short of it, this situation is possible. And before you’re upset, check out the quite accurate and sufficiently quick (1-2 minutes) method of compensating the missing dimensions on the plan in 3d.

This is how its made:

  1. Copy any present dimension image to clipboard from original image
  2. Create new image and copy to clipboard its resolution after changing its height to the showed on plan value
  3. Replace the original image’s resolution to previously obtained and copy to clipboard the resulting dimension
  4. Make the plane in 3d exactly that copied size
  5. Apply the original image as a texture to that plane

Not very understandable? Then welcome to the following explanation :)

As you can see, we have one vertical size to the right and one horizontal size to the left hand of the plan.


First, we got to set the image 1:1 aspect ratio. We want to do this because it is lot simpler to map the square image to square 3d plane in 3ds Max (or any other 3d software), then to watch the right proportions when both the plane and image rectangular.

The most simple way to do this in Photoshop in s to use the Crop Tool. Press Shift and drag the cursor along the image. When you reach the closest border, release mouse button and then drag it again – this way you will be able to crop the image “out” of the borders.

We get the square image now.

Next thing to do is to set the right pixels size. By right I mean the size, which would be nicely displayed in 3d software viewport. In particular, 3ds max makes the horrible interpolation of textures, if they are not 512×512, 1024×1024, 2048×2048 and so on.

NOTE: 3ds Max users, make sure you have the maximum values in the 3ds Max menu > Customize > Preferences > Viewports > Configure driver > Appearance preferences > Background texture size & Download texture size.

 There was a surprise to me to discover that 1100×1100 texture looks worse than 1024×1024 one in 3ds Max viewport.

When we have the “right” size image, which is usually multiple of 1024px, we can start to calculate the overall size of the obtained image in our measuring units. Having that number, we can set it to our future 3d plane in 3d viewport and get the exactly corresponding dimensions on image and the 3d plane.

So, next we got to select the preset dimension image. You got to choose the biggest size to take the resulting size error to minimum.

Once we’ve selected it, we copy it to clipboard.

Create new document, which will be our temporary buffer,

By default, Photoshop creates document with size that exactly match the one in clipboard.

And then paste the previously copied dimension image.

To get something like this:

So we have an image of some exact dimension. The essence of thick step is to now set this image the same dimension (in this case Height) and grab the resulting resolution (DPI) to ours original image. As you may know, all images have the only pixels as a true measurement. The DPI as well as width and height are the relative virtual values, used only for reference. We gonna use this sometimes confusing feature for our benefit.

Call the Image Size window,

untick the Resample Image checkbox. This will allow us to play with those relative values without changing actual pixels. As you can see on screengrab below, the pixels now blocked from altering.

Let’s set the image Height value to that we have on our original plan. Once you do this, you will see that the Resolution changed. This resolution is the very useful number. It says us that every measuring unit (inch) have N pixels on our image. And, as we haven’t changed the pixels value, we can say that the previous reference image has the same N pixels per inch.

Copy that Resolution to clipboard.

Go to the previous reference square image and paste our new resolution. This time the resolution will change the Width and Height values. Do not forget to keep the Resample Image checkbox inactive.

Choose the measurement units to the right from the width or height, they must be the same as those you are using in 3d. Copy any of the sizes to clipboard. We can choose the Width or Height because we have square image, so they are equal.

It was a last thing in Photoshop :)

In 3ds max, create a plane and paste the obtained value to the plane sizes.

Apply the our square reference image to that plane.

Now we have the plan stretched over the 3d plane, where all dimensions correctly repeat the ones that are (and ones that missing) on the image plan.

If we check the inscripted  raster dimensions with any 3d tool, we can see that they match with the 3d ones.

That is all we needed! :)

Despite such a long description and the number of screengrabs, this method provides good accuracy.

It is good for understanding for those who knows Photoshop or any raster editor better than 3d software.

For much simpler method of doing the same thing in 3ds Max only, read the next post about matching 2d and 3d scale.

3d model of Chesterfield armchair

Hi!

Yeeees, you know it :) Of course, this is the magnificent Chesterfield leather armchair 3d model. I’ve modeled it originally about a year ago for one of our 3d rendering commercial project to place into the number of classic and very rich home studies. By the way, here is the one…
of those interiors 3d renderings:

For my own opinion, it came out very good, just like the real one :)

Not sure about what model of Chesterfield this is, but folks on Internet told that this chester 3d model looks like the so-called Dorset Chesterfield. But anyway, I don’t think the exact namingis  very critical. After all, interior designers and we choose the furniture by its look, not its name. And the 3d renderings is not an exception.

This Chesterfield armchair 3d model I’ve adopted for use by anyone specially for sharing it as Render Stuff  shop / support item. The key features of this couch 3d model are:

  • Four color options -Antique OxBlood, Antique Blue, Antique Green and Antique Brown for the universal use in any color design
  • High-resolution 4096 x 4096 px Unwrap textures, four color diffuses and two for bump, which let you use it in ultra-closeups
  • Original LOWPOLY VERSION for lightening the scene and, what is more important, for studying the mesh topology
  • Five different 3d formats: original 3ds max 2008 with superior V-Ray materials, the most oldest 3ds Max 5.0 with universal Standard materials, FBX for using in different Autodesk applications, cross-platform OBJ with MTL mats and, finally, everywhere-accepted (even in Photoshop) 3DS

As you can see, even Photoshop took this Chesterfield armchair 3ds model as it was made for him :)

Please come and support my free 3d stuff sharing initiative by getting

CRT 3d model schematic with high res rendering free

Hello all 2d and 3d artists!

I hope you liked one of my previous posting about the Gamma correction well explained and the accompanying it images. Those are the 3d renderings of the 3d models I’ve made specially for this article. You know, I just could not leave it without the nice schematic pictures in the right angle :)

Yes, you may say they are not very realistic and lack the physical accuracy. But, anyway, their main purpose was to decorate usually very exact text. This lead to me to thought that it is a good idea to share the original 3d model with you. Who knows, maybe you’ll need to render some scheme one day. Also, this schematic Cathode ray tube 3d model can be very useful at some cartoon lab scene.

This CRT free 3d model I share with you in five different 3d formats to make sure everyone can use it. Every single part is the element of the single object and each part has own material applied. In 3ds Max it is implemented as Material IDs. Watch, there are 11 of them :) Three key colors for phosphor 3d cells, three self-illuminated materials for three schematic electron rays, transparent glass for body, metal for all metallic contacts, copper for focusing elements and, finally, two plastics for the back holding cap.

Download CRT 3d model for 3ds max 2008 V-Ray

Download CRT 3d model for 3ds max 2008 with standard materials

Download CRT 3d model in FBX

Download CRT 3d model in 3DS

Download CRT 3d model in OBJ with MTL file

2d designers and webmasters, here is the original high resolution 3d rendering of this CRT free 3d model for using in your collages and sites:

CLICK FOR ORIGINAL 2500 x 1875 PIXELS PNG WITH WHIT BACKGROUND

Light bulb free 3d model free standard with high res rendering

Hello colleagues!

This time I want to share something ubiquitous and available around the web. It is a standard E27 filament bulb 3d model free and high-resolution light bulb 3d rendering.

When modeling different lamps 3d models it is always a dilemma, whether to leave your lamp without actual light bulb 3d models replacing them by 3d light sources (not geometry), or to spend a time on making those. As for me, this is always a question that takes time not only to decide, but also for implementing the complete lamp variant. If you ever been in the light sources free 3d models section at RenderStuff, you know that there are lot of lamps with the done bulbs, which can be borrowed to your new lighting 3d model. However, it is needed to open the 3d model, cut off the needless lamp parts, reset the bulb’s pivot point, rotate in right position and only then merge to your scene. Pretty boring, isn’t it?

It is much easier to merge the complete and clean light bulb 3d model and continue your work under the whole lighting piece design. That is why I made this filament bulb 3d model :)

This is the original 3d model, saved in 3ds Max 2008 format with four V-Ray materials. They are glass, metal, filament and painted isolator, which separates the two main electrical contacts.

Download light bulb 3d model in 3ds Max 2008 format

It will be useful for 3ds Max 2008 and higher users. For those who using another software made by Autodesk, the next format will be very good.

 Download light bulb 3d model in FBX 2006 11 format

And, of course the universal 3DS and OBJ formats for everyone.

Download light bulb 3d model in 3DS format

Download light bulb 3d model in OBJ format

Are you 2d designer, who needs good free light bulb image? First, I have for you the high-resolution filament lamp 3d rendering with transparent background in popular PNG format.

Light filament bulb standard shape transparent background
Light filament bulb standard shape transparent background – CLICK TO OPEN ORIGINAL 4000 X 4000 PX VERSION

Second – Photoshop users, the last two formats (3DS and OBJ) were tested and they are imported there very well. You can make any clipart using this universal 3d model with the latest Photoshop 3d features!

What is gamma correction in image processing

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What is gamma and gamma-correction? What is it for? Why should I care about it?

These are the questions you may have already met, if you once made an offer to obtain the correct graphics display, as a simplest example – on your own monitor.

Gamma is the power value of the nonlinear intensity reproduction. Not a very clear enough, isn’t it? Rather, it is not understandable at all :) So let’s begin from the start, from where the gamma takes the main part. It is the gamma-correction.

The gamma-correction is the process of…
encoding and decoding the luminance or tristimulus values. This coding is carried out according to the formula that, in it’s general form, looks like:

Vout = Vinγ

where Vout is the received value, Vin is the original value, and γ is our gamma, i.e. the power to which the original value raised to get the received desired one.

A question: where is the nonlinearity in gamma? The fact the exponentiation is a function, after which the raised number and the resulting number have the nonlinear dependence to each other. This feature is clearly seen on the power function graph:

Gamma 2.2 decoding power function graph nonlinearity

As can be seen, the graph showing the relationship is not a straight line. From this the name of the power function, the nonlinear.

So where did the gamma concept appear from at all?

Historically, the word gamma in the recording and displaying systems borrowed from the photography. In the old photography in a nineteenth century, when studying the properties of a photo film and properties of its developing, it was observed that the optical density of a received image is DISproportionate to the film exposure power. In other words, the doubling (twice more) the film exposure time, it becomes darker (lighter) NOT twice as much.

Gamma history HD curve represents film density exposure

The part of the graph displaying the nonlinearity power dependence of the received exposed film opacity in photography called gamma. The more gamma value differ from the 1.0, the more its behavior is nonlinear. Thus, the gamma in photography is the nonlinearity power dependence between the received density and the exposure power.

For the first time the gamma-correction, as such, has been used in imaging systems, namely in television tubes, based on the cathode-ray tube technology. The fact that the brightness of the CRT kinescope displayed light and the voltage applied to its electron-gun have nonlinear dependence, as it is with the film’s density and exposure in photography.

The intensity of light received on the CRT screen is proportional to the voltage applied, but raised to a certain power. In simple words, when applied to the kinescope some one unit of the voltage, it turns the one unit of brightness. According to the linear logic, if we apply the two those voltage units to the kinescope, it should return two brightness units. But, it is not quite so. In this case, the same kinescope still returns one unit of brightness, though with a some little raising, let’s say one-and-something units. And only when applied even more voltage, the kinescope returns the full two units of brightness. And so on.

Spontaneous crt correction darkened output linear input

This feature of the CRT display required the correction of the applied voltage. The correction was carried out, which was inversely equal to the spontaneously present one in the CRT. That is to get the two brightness units, the more-than-two voltage units were applied considering the non-linearity to make overall system linear.

Gamma correction for compensation crt correction

The imposition of these two inverse nonlinearities gave the linear output and the correct display of the all gradations on the screen in result.

The involuntary question arise:

So what is the use of gamma and gamma-correction, if the CRT screens has long been “out of fashion”?

Quite oddly, but gamma is not a relic of the old or some conspiracy :) It’s not even a conservative need of compatibility with “old” information formats and outdated types of monitors.

In fact, gamma correction is an extremely useful thing. It allows us to have a high quality images with limited bit space. The gamma encoding and gamma decoding concepts are very opportunely here. The important fact here is that human perceives lightness also nonlinearly. We distinguish the dark colors better, more bright in some sense, comparing to what they actually are. As a result, for us, the factually linear gradient appears brighter, shifted with own center to a dark side.

Non-linear lightened human perception factual linear gradient

While the factually dark gradient, shifted by its center to a light side, appears ideally linear.

Linear human perception factual darkened gradient

This exact peculiarity creates the transmitting/saving problem when using, of course, the limited information space, which are, for example, in familiar to us raster image files.

Banding issue non corrected limited bit input

Imagine we need to write the all seen by a human eye brightness range in a limited number of information cells. So, on a bright area and on the dark one, we spend the same number of these cells. Given that the human eye perceives the dark area in more detail, and the bright area in less, it turns out that on the more significant dark area we spent the same amount of cells, as on the less significant bright one. This is not rational, and may become apparent as a non-smooth, broken gradient in a dark range, when the bright range space will keep more gradual information than human eye can perceive.

What can be the way out of this problem? Of course, they way out this situation is the nonlinear recording of the visible range to the information cells. That is, to give the bigger share of the cells for recording the dark area and the less share for the bright one. Then we’ll have no mentioned display defects. The dark area will have the sufficient information space for acceptable perception of the dark shades, as well as the bright area will have a less amount of information space occupied, but in the same time they also will be enough for acceptable bright tones perception.

That is why the brightness information is much advantageous to be recorded and transmitted exactly nonlinearly, accordingly to the human eye perception peculiarities in a different areas of the visible range.

To use the limited information space effectively, we need to encode the obtained factual brightness values, so they fit to that space with an equal precision from the point of our human perception.

What is surprising is that the human perception nonlinearity of the brightness is almost perfectly inverse to the CRT brightness response!

Right input correction well looking gradient output

This gamma-correction, which is needed to compensate the CRT systems nonlinearity, at the same time is a gamma-encoding of the graphic information in a perceptual domain!

It is an actually remarkable coincidence. If history of imaging devices formed in a different way, without the invention of the CRT technology, it is very likely that man would have had to invent the gamma-coding separately.

Perhaps you have a question: so if the human perception is relatively the inverse to the CRT display, why we do any correction? The answer for this reasonable question may not be obvious, but it is quite simple and lies in the fact that the camera or scanner, which get the original image, perceive the brightness ideally linearly, so we may see the gradients a somewhat brighter with our human nonlinear perception. To have the right tone gradient transmission, we need the correction and, at the same time, the very useful coding :)

Despite the fact that the all modern monitors do not have the cons of the more old CRT technology, they still use the gamma-decoding, what allows to represent the images, which were initially saved gamma-coded for rational use of an information space.

The gamma-correction in video systems performed at the input stage, i.e. while shooting, as a rule by the camera itself, and the image, transmitted over the further process and display, already is gamma-corrected.

In computer generated imagery the same gamma correction is usually performed after the rendering calculations, in the output stage of the so-called frame buffer.

The understanding of the gamma is very important in today’s world color transmitting chains and color display systems. Any of those who deals with color, for example in computer graphics or printing, surely will raise their professional level if armed with the such knowledge.

In spite of it’s triviality, many think of the gamma correction theory as of something incredibly complex and incomprehensible, but it is not so. You already know it :)

Table 3d modeling overview – Wooden round classic

Hello guys!

Since I have many questions regarding the 3d modeling, I’ve decided to begin sharing the short overviews of main techniques used in creating the models. As mainly the questions go from the people, who is actually known with instruments of 3d modeling, I will only show the main steps in creating those or another models. The lots of screenshots are from the 3ds Max backup files, which were saved the time I did the model, and some steps are missing, but I will try to cover them with worded descriptions.

Many of you already met with the table 3d model round classical that is absolutely free can be downloaded from the free 3d models RenderStuff. As I have said, the screenshots were taken from the existing backups, but I hope they should make the base table 3d modeling techniques clear.

To begin the table 3d modeling, you have to equip yourselves with the good reference image. The better the image, the better resulting model and less sweat for you as 3d modeler. I personally do not like to guess the form and properties of unclear details very much.

I was provided with this reference photo by my client, who ordered 3d rendering. He has a wish to make this table a bit simpler and not so pompous. You can compare this to the resulting classic table 3d model. There the golden leaves on the legs and the central circle ledge are missing.


For beginning the 3d modeling process, you may crop the reference image with 1:1 aspect ratio. Why 1:1? Because you don’t want to mess with stretching the rectangular (not square) image in the 3d software viewport . Instead of it you just create the plane with identical sides and drop the reference on it. Then you got to move a bit this plane far from you in the Front viewport.

Once we have the image in our Front viewport, we can begin with the modeling. Let’s make the most complex parts at the very beginning. It is obviously, that the legs here is the most detailed part.

First, create the little plane in the frontal view – it will become a beautiful table leg shortly. Because you’ve have moved the reference plane back, this new small plane will be on top and visible. Then, we got to see through this new plane, of course, for seeing the reference image. In 3ds Max the see-through mode is activated by pressing the Alt+X keyboard shortcut on the selected model.

The main principle for now is to create the correct topology for the leg patterns. It must follow all the bends and edges and it also got to be approximately balanced. You shouldn’t have some parts of the mesh dense and the other not. In 3ds Max, on the Edge sub-object level in Editable poly object, if you hold down the Shift key and simultaneously drag some edge, it will extend from the original one. That is what we need to do. We Shift+Drag the edge, then move the Vertices in the right place, Shift-Drag the edge, move the Vertices. This way you need to create the initial topology of the leg side surface.

Notice, that, as I’ve explained previously, the edges repeat the leg’s curves. The presented mesh density is enough to make nice smooth surface further.

Next step is to give our leg the volume. In the Perspective view, select the bordering edges loop and Shift+Drag them to create the volume.

Also, we got to press the central part into the model. Take the Extrude tool and extrude the central polygons inside the leg. The little chamfer on the external corner edges will give the model the visual rigidity.

At this time, the leg is one-sided. However, this is simply solved by applying the symmetry on it. 3ds Max users should check out the Symmetry modifier for such purposes.

After we have the upper part of leg, we can make the leg’s part, which actually stands on the floor by cloning and transforming the upper one.

In 3ds Max, this is done by applying the FFD box modifier. I’m sure other software have the tools for free deforming the ready meshes.

To complete the leg, we need to create the upper box.

It is made from the box shape. The lower extruded parts made using Bevel tool and the frontal slots made using the chamfer and negative extrusion after splitting the surface on four segments.

Let’s attach all the parts of the leg one to another. After we have the leg collected, apply the mesh Subdivision to it. In 3ds Max it is MeshSmooth or TurboSmooth modifier. The leg is done. We going to leave it for a while.

Next thing to do is to make the tabletop and the lower wooden ring.

This parts are the most simple. Looking onto the reference image in the Front viewport, we draw a Spline along the borders and the we Lathe it to have the nice circle form.

The only decorative element on the table is the decorative flower pattern on the tabletop sides. And again, to make it, we got to draw a bordering spline as it is on the image.

Then we got to Extrude it and Bend (all with the modifiers) a little, to match the tabletop side curving.

On this stage, we have all the parts complete. Last thing is to get all them together.

Clone the legs by Shift+Rotate the model to 90 degrees three times. Do the same for the flower pattern.

As you can see now, the all parts together look great.

Unfortunately, the mapping process was not backuped and the thing I can say about it, is that such surfaces may be mapped using simple plane mapping, as this is solid not animated object. Here is the leg mapping layout of the mesh BEFORE applying the subdivision.

Following image is the map, painted in Photoshop based on the unwrapped mapping layout.

The final table 3d model screenshot shows, that good model is looking good even in the viewport.

As always, this model you can download at Renderstuff free 3d models >> Coffee table 3d model.

Feel free to ask all about the missing nuances in blog comments ;)

Free 3D model – Classical eight-armed chandelier

Free 3d model of the great classical eight-armed ceiling chandelier. Chandelier is a massive bowl with a chain hanger. Bowl, as the chain itself and the links of a chain hanger made of metal, coated with gold. Patined gold coating of metal parts of chandelier 3d model is very elegant and typical for this class of lights. It is, like most patined surfaces, mimics an ancient surface covered with scratches and rubs, which are actually made artificially by master-professional. However, this is not all the features of the bowl. At its center is the ceramic disk, which you can see the pattern, resembling those that can be seen on many ancient wall tapestries. Bowl itself is a metal ring with ceramic disk inside. The strong metal arms with the typical wrought patterns come out a base. Total number of lampshade holding arms is eight. Of course, like any modern lighting, even old-fashioned classic gold chandelier, runs on electricity, and in all eight ceiling are bright energy efficient light bulbs. High power bulbs need for a reason, because the ceiling made of a light-tight shiny beige silk. Therefore, the light energy comes only from above and below the ceiling domes. The main source of lighting in the room is not direct light, which rises from below the bottom of the chandelier from the ceiling, but a indirect illumination reflected from the white ceiling above the chandelier. That is why it is important to the ceiling material being preferably white; otherwise, the room will be colored in light, different from the white. That is, it will be painted in a color of ceiling material. This is true not only of the real world, but also for computer graphics. By putting this chandelier in your 3d renderings, be careful and consider the probability of the color bleeding effect appearing. In some cases, where photorealistic precision is not important, it makes sense to remove the lampshades models from the whole chandeliers 3d model. Then, placing inside them the spherical light sources, exclude these lampshades from the shading, lighting, or even from these sources illumination. Such a move would reduce the rendering time and reduce the demands on the quality of indirect lighting in a scene. Modeled in 3ds Max 2008. Rendered with V-Ray.

Free 3D model - Classical eight-armed chandelier
Download 3d model Classical eight-armed chandelier from RenderStuff

Vintage radio 3d model VEF

Photorealistic 3d model of the retro radio VEF 216 Vilnius. This is a truly historic wireless set. Current 3d model copies the rare, collectible transistor radiopanel made in 1988, of the so-called second group of complexity. Real receiver operates seven radio-frequency bands: LW, MW, SW (4) and VHF-FM. For the first time these radios was started at the Latvian Electrical Factory VEF (Valsts Elektrotehniskā Fabrika) mainly for the needs of the Soviet Union. However, this model was so successful and practical, that it was also produced in the export version. Of course, it was exported beyond the borders of the Soviet Union. This is the copy of export version of this 3d model of a portable transistor radio. All the symbols on the 3d model and supporting textures are English only. The radio has a black plastic body. The strength and durability of its body, is akin to the impact resistant housing of modern military technical equipment, which is made “for centuries”. At the bottom of the receiver on the right side of his body, is a large ellipsoidal speaker, closed out by flat aluminum grid. This grid is nearly the main decorative element of this vintage radio 3d model design. It is the grid makes this retro radio 3d model design unmistakably charismatic. Above the grille is a mechanical display unit. The essence of its work is that on a transparent glass is applied the range of frequencies with the band symbols (abbreviations). Under this glass, with a special mechanics, the slider pulls the horizontal plastic slat. It, in turn, is located at certain frequency bands line, which actually shows the current settings of the receiver. Its movement is carried out mechanically, with the tune wheel, located on the right side of the receiver. Real receiver is positioned as a portable and can operate autonomously, using established in a 6-cell power supply (batteries) such as D-size. On the 3d model at the bottom of the pocket is clearly visible batteries layout, as well as the their polarity following instructions, etched into the plastic lid. The back panel also plastic, but unlike the frontal decoration, the rear plastic is not polished, but matte and slightly rough. In addition, it is not black. It is pale bluish color. After a large aluminum lattice, the second of radio’s design charismatic feature is a thick antenna, located on top of the monoblock. In this retro radio 3d model, the central point of the antenna 3d model is configured so that it can freely rotate from the right fastening place. All materials on the receiver 3d model are tuned professionally and do not require any altering. Simply merge the 3d model to the scene. For all the inscriptions and embosses the high-detailed textures and bitmap masks are used, which come with a 3d model. The retro radio set 3d model scene includes a base material in which the plastic front panel is colored, that is black. However, you can paint it any color, just replace the black Diffuse by any other. For example, this radio 3d model looks stylish when it is orange or burgundy. Model also has an optimized mesh with the greatest possible number of simplifications that do not affect photo-realism, but can help to simplify it, thus lightening your scene. Use of this 3d model of a typical retro receiver, will be very suitable in the retro scenes, with the atmosphere of bygone days, and as a basis for the clip arts for using in various advertising and presentation materials.

Please note that the model comes in black color with the monotonous aluminum grid. The red radio on the orange background is only the one of the possible options of this 3d model using.

How does this model in a studio environment, you can see on the preview above. The grid on which clearly visible to the topology of the model are also shown in the preview.

This 3d model is presented in five formats for maximum compatibility with various computer graphics packages, flexibility and ease of use:

  • 3ds Max 5.0 and higher: [ 3ds Max 5.0 / Standard ] + [ V-Ray MAT ]
  • 3ds Max 2008 with V-Ray: [ 3ds Max 2008 / V-Ray ]
  • Universal Autodesk [ FBX  / Standard ]
  • Universally accepted [ OBJ ] + [ Obj MTL ]
  • Universally accepted [ 3DS / Basic ]

3ds Max 5.0 and higher: [ 3ds Max 5.0 / Standard ] + [ V-Ray MAT ]: Archive with the 3d model file of 3ds Max 5.0 format and MAT-file with 3ds Max V-Ray materials. Ideal for users, who has 3ds Max of almost any version, that is 5.0 and above.

3ds Max 2008 with V-Ray: [ 3ds Max 2008 / V-Ray ]: Archive with the original 3d model file of 3ds Max 2008 format and the V-Ray material. It is a source format and it is designed for users of V-Ray on 3ds Max 2008 and above.

Universal Autodesk [ FBX / Standard ]: Archive with the 3d model file in Autodesk FBX universal format with the standard internal materials. It is handy for use in most Autodesk applications and in the few others.

Universally accepted [ OBJ ] + [ Obj MTL ]: archive with 3d model file in a generic Wavefront OBJ format and external obj material MTL file. This format allow the easy use of this 3d model as a three-dimensional clipart in various applications, especially in those that have limitations of the 3d technologies such as in the 2D raster editor Photoshop.

Universally accepted [3DS / Basic ]: archive with 3d model file in a generic 3d studio max 3DS format with the internal basic materials. This format allow the easy use of this 3d model as a three-dimensional clipart in various applications, especially in those that have limitations of the 3d technologies such as in the 2D raster editor Photoshop.

All the textures come in a separate archive, so before you import a model into your software, do not forget to place the all textures to the prepared for this folder. Often, such a folder is a root directory with the model file.

Premium 3D model - Retro radio VEF
Get 3d model Retro radio VEF at RenderStuff

Free 3D model – Aluminum TV panel with center speaker

Excellent free 3d model of flat TV panel for home theater. Reproducing panels canvas is a modern LCD screen with LED backlight and due to the possibility of zonal changes in its intensity, panel has very wide color contrast range. The front screen frame is made of light brushed aluminum with distinctive metal structure. Such framing gives the panel the power and grace. The panel has a modern system of tuning the image. Automatic Picture Control functions light sensor determines the lighting in the room and automatically adjusts screen brightness. In addition, the outer protective coating of the screen has antiglare properties. These complementary features allow viewer to enjoy superb images even in daylight. This 3d model of LCD flat-screen TV, has a perfect and stylish design, and the real TV reproduces images of just unsurpassed quality. The minimalist style of the panel allows it to perfectly fit into any decor, from classical to modern. It also provides an opportunity to immerse themselves in viewing the movie masterpiece, not distracting to the fanciful design elements of the TV, completely immersing into the essence of what is happening on the screen. The device has a resolution of Full High Definition at 1920×1080 pixels. This allows user to enjoy superior picture quality from any source, digital or analog. Whether it is satellite or cable TV, game consoles, DVD and Blu-ray players, digital video and photo cameras or video signal from a modern personal computer equipped with output HDMI. The flawless signal playback complements the outstanding sound quality from the central active stereo speaker. 3d model of the speaker is located beneath the panel itself, but it is completely independent and can be placed at any convenient place near the TV. It has its own EQ, and an active amplifier. The most successful is to use this speaker as the central driver for five-channel audio system. You can customize system with excellent 3d models of Elite High End acoustic with the right color material. The main advantage of this 3d model of a light aluminum TV is its super universal design. However, the specific highlight of the 3d model is the presence of two different materials for reproducing the actual television. They are the dark surface, simulating off state panel and bright self-luminous material simulating the work of the screen. To change the enabled state of the TV to off, you should just change the material ID of the actual panel at the sub-objects level of polygonal mesh. ID 5 is designed for the enabled state, and ID 6 is for the off state. Just this how the sub-materials of this free 3d models is placed. Panel itself and the center speaker designed for mounting to the wall. Modeled in 3ds Max 2008. Rendered with V-Ray.

Free 3D model - Aluminum TV panel with center speaker
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Best V-Ray Settings – GI Engines Choice

In this tutorial we will decide, which of GI rendering algorithms such as Brute force, Photon Map, Irradiance map, and Light cache, are the best for calculation of the global illumination. This tutorial answers the following questions. Which GI rendering algorithms are best in Vray? Which rendering engine should we choose for primary bounces and why? With what engine should we render the secondary bounces and why? What problems exist in GI maps and what should be done to eliminate them? Why does the noise or dirt on the fine detail of the scene appear? How to get rid of the smudges in the corners and on the cornices?

Free cg tutorial - Best V-Ray Settings – GI Engines Choice
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