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Simple V-Ray shaders showing Geometry difference.

Project Details
Everything Ashton Woolley
When: July 2013
How Long? 4 Days

My Involvement
This was a photorealistic hard-surface modelling compeition over at 3Dtotal Fourms.
The task was to model a Nivdia: GTX 780 from photo references; this was my entry and I gained first place.



Watch In Full Screen Mode For Best Result

Clay (Hover Over for Clay+Wire)



This was a pretty intense competition, as I was currently relocating house due to flood damage, as well as attending work full time. Some how I become obsessed with every little detail of this model, from every single screw to hand modelling the Nvidia logo at the rear, I took this competition as a chance to show my speed, dedication and eye for detail when it comes to hard-surface modelling and gaining first place was a fantastic feeling.

Nvidia Logo & Fan Detail: Clay (Hover Over for Clay+Wire)


I started with the out most shell, as this was a photo real competition I thought I would try and achieve everything in the modelling phase. The GTX 780 Logo as well as the Nvidia Logo at the rear were the most tedious as it needed careful planning as well as forward thinking and time to get the topology right.

780 & Grate Detail: Clay (Hover Over for Clay+Wire)



Top Text Detail: Clay (Hover Over for Clay+Wire)


After the outer shell I moved onto the the DVI metal board, this was a great little piece as it had the balance of complex geometry as well as giving metal an organic feel, remembering the days I was young when I got a new graphics card, this would be the piece you screwed down into place.


DVI Clay (Hover Over for Clay+Wire)




Next up was the circuit board, I modelled the each capacitor, circuit and microchip on both the front and the rear of the board. The circuit board it self was two pieces so I could correctly shade it for display later on.

Circut Board Clay (Hover Over for Clay+Wire)



All in all this is a very heavy polygon model. My aim here was to prove to my self that I was competent at detailed high polygon modelling and that I can also be efficient and fast if the task requires. I think I have achieved all of the above.