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» Portfólio pessoal de Marco Antonio Ferreira |
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Daylight com MRSky |
Grass Displacement |
Maquete Casa Campo |
Grass Displ. c/ Daylight |
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Surface NURBS |
Shader Glare |
Shader Glare |
Shader Glare |
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Shader Beam |
Shader Glass (lume) |
Eye Material |
Clay Material |
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SSS Fast Skin Material |
Composite |
Shader Dielectric |
Shader Dielectric |
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Light Map |
Ligthning Plug-in |
Combustion - EdgeRay |
Maquete |
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GI - Final Gather |
Interior - Sephia Photoshop |
HDRI Map - Bump |
Caustic Effect |
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Vinheta - Bevel Modify |
Vinheta - Bevel Modify |
Displacement Shader |
HDRI Map Reflection |
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Glow Shader |
Hair and Fur |
Alvenaria Edit Poly - 3 níveis |
Casa - 600 m² |
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Interna - Direct Light |
American Center |
Vidros Standard |
Shader Glow |
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Vinheta - Bevel Modify |
Vinheta - Bevel Modify |
Shader Glass |
Starfield - Ky Milk-Way |
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Deformações - Surface |
Shader Parti Volume |
Shader Glass |
Shader Glare - lume |
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Molécula - Lattice |
MR - Glow Video Post |
Shader Mist |
Caustic Glass |
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Fita Video - Bump Map |
Vinheta - Camera Walk |
Vinheta |
Modeling - Editable Poly |
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Texturing - Bitmap |
Planet - Animation Clip |
Vinheta - Movie Camera |
Daylight - Smoke Clouds |
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Spline Modeling |
Espiral - Coordinate UVW |
Matte-Shadow |
Cena Diurna |
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Cena Noturna |
Mascote 3d |
Vinheta - Metal HDRI |
Vinheta - Metal HDRI |
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Foliage 3ds Max |
Gold Teapot - Shader Metal |
Shader Metal Standard |
Caustic ChamferBox |
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Pedras com Sphere e Noise |
Displacement Modify |
Materal Raytrace Standard |
Material Raytrace Standard |
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Raytrace e Displacement |
Material standard |
Modelagem - 01 |
Modeling - 02 |
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Modeling - 03 |
Modeling - 04 |
Modeling - 05 |
Palco para Festival |
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Modeling - 06 |
GI -1 |
GI - 2 |
Personagem - 1 |
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