I am Subhamoy Sengupta, an Indian living in Germany. I work as a computer programmer, but I am not your stereotype Indian. I draw, I create 3D designs, I try to play music on my keyboard like an amateur, I do photography, I cook, I read, and I travel whenever I can.
As you’ve probably noticed, I’m a Film Geek… I’m heavily into Directors and their works and I’m always interested in what Directors people tend to like.
The wonderful group from Liverpool – John, Paul, George and Ringo – The Beatles, is in my opinion one of the best things that have happened in music in the twentieth century.
I came up with a list of 8 books that I consider must-reads from both contemporary and classic literature.
As a photographer, I like to question everything. I like to understand how things work, why they are how they are, and how it affects what I do.
About this Blog // Music was my first love. I like many music genres, but my favourites are classic rock, alternative and electronic music.
While using MentalRay, especially with Max’s invaluable Blend Material, the pass system (called RenderElements in Max) starts to give you quirks. Not all of these quirks are completely avoidable. But with some experience, a very good image can still be produced.
Rendering with 3DS Max in passes, advantages of using 32bit passes, how to composite these passes in Fusion, advantages of tools like Fusion over tools like Photoshop, and many other things have been discussed in the third and final instalment of the 3 part tutorial series hosted by CGCookie.
The tutorial can be found here in full:
Second in the 3 part tutorial series, this instalment focuses on texturing and shading.
Both areas are much talked about, most interesting and perhaps the most confusing among all steps necessary to design a shot from start to finish.
When MentalRay is used as the rendering engine, things get really complex, because of 3D Studio Max’s sophomoric implementation of the same. Unlike Vray, MentalRay comes with several shaders. When not applied appropriately, they may slow down rendering quite a bit.
The tutorial is available here in full:
First of the 3 part tutorial series, this instalment deals with modelling and laying out the UVs.
Everything has been done inside 3DS Max 2009.
Max has a robust modelling tool-set, but sometimes simple task becomes daunting there due to the superfluity of tools. That was exactly the issue I had in mind when I wrote this. There probably are many other ways of achieving same result, as it often is the case in CG projects. Basic as the dealing may be, it is no-nonsense and precise.
This was the first tutorial I wrote for Wes Burke of CGCookie. You can find it here: