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The 3D Portfolio of ali rahimi shahmirzadi
 
Welcome
to my personal portfolio composed of my achievements in the field of Realtime 3D graphics & animation.
My main focuse is realtime contents. You can download my realtime projects from Portfolio section. They are all in EXE format (Directx 9.0). The Reel section contains breakdowns of a few of my projects.
I hope you will enjoy your stay at my site and find some useful or inspiring things around here. Drop me a line if you are interested in getting in touch with me.
 
Awards and Achievements
2010 digital drawimgs exibition
2009 Judged for tehran's 2009 third digital media festival in game section
2009 Quest3D competition Honorable mention
2008 Quest3D competition third winner
 
Services
game environment
game character
Realtime virtual reality
Commercial advertisment
3D website
3D multimedia DVD
Cinematic environment
Cinematic character
 
NEWS / UPDATE
 
> Friday, July 30, 2010
 
My friend website.
 
My friend website
 
> Friday, July 16, 2010
 
Personal interview with ali rahimi shahmirzadi !
 
http://www.persian-designers.com/index.php?ind=news&op=news_show_single&ide=249
 
> Wednesday, July 14, 2010
 
I build this realtime project in about 2 month. Its a commercial center located in tehran. google map. Its full HDR . Including 16bit float lightmap. The result is correct tonemapping. Download the EXE . Project page.
 
sam center sam center sam center
     
sam center sam center sam center
 
> Wednesday, May 12, 2010
 
I enterd garshasp challenge. 3D modeling for game. http://challenge.garshasp.ir/showthread.php?t=13
 
> Friday, April 30, 2010
 
Direct link to the movie from my digital drawimgs exibition. http://www.ali-rahimi.net/blog/digital-drawing-exibition.mov
My interview with iranian artist forum. http://iranartists.org/article.aspx?id=1765
 
> Friday, April 16, 2010
 
 
> Friday, April 16, 2010
 
I do the lighting and the rest in 2 day so dont expect too much. Modeling and texturing done by my friend dariush hafez. It take some time to be be load. So please wait a bit. This is a real big shop project. And its located at geshm island (south of iran - Persian Golf). I was there once. And the exe file itself: http://www.ali-rahimi.net/blog/geshm/geshm.exe
 
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> Tuesday, January 19, 2010
 
I made a test with PSSM shadow and SSAO. Lighting is fully dynamic with day and night cycle. PSSM shadow and SSAO also work with hardware instance and transparent obects, It also support skin mesh. For the main solid mesh i use a Parallax + Normal Map + Specular Map + Baked Occ. You can download a captuerd movie from here. http://www.ali-rahimi.net/blog/animation/pssm-ssao.mov . Its 60 MB. Also i add several other post effect like HDR and DOF. And the exe file itself. http://www.ali-rahimi.net/blog/pssm-ssao.exe
 
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> Saturday, December 12, 2009
 
I update my CGsociety Portfolio. http://ali-rahimi-shahmirzadi.cgsociety.org/gallery/833687/
 
> Monday, December 7, 2009
 
Old flash website
My new sketch 1
My new sketch 2
     
 
> Thursday, December 3, 2009
 
Some of my old animations. Right Click and Save Target As .
 

 

Right Click and Save As
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> Thursday, December 3, 2009
 
Some of my old works.
 
     
     
     
> Wednesday, December 2, 2009
 
My best project ever.
 
 
> Wednesday, December 2, 2009
 
 
> Wednesday, December 2, 2009
 

Radiosity Normal Mapping demo

Radiosity Normal Mapping is a method that have been used in Half-Life®2 / Valve Source™Shading. In Radiosity Normal Mapping, we transform our basis into tangent space and compute light values for each vector. Therefore we will have 3 Directional lightmap.
http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf

Turtle render engine for maya support Radiosity Normal Mapping. With turtle for maya we can bake and see radiosity normal map directly in maya plus other stuff.
http://www.illuminatelabs.com/turtle/technical-specifications

I build the hlsl shader for Quest3d with shaderfx. You can see the pipeline blow.

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Also normal map should be world space instead of tangent space. Its possible to do the conversion inside maya, As you can see blow.

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Also you can combine world space normal map with directional occ to have a self shadow for your texture.

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Final shot. Self shadow radiosity normal map + relife map

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Right Click and Save As . . .
http://www.ali-rahimi.net/other/self-shadow-radiosity-normal-map.exe

Related links
http://forum.quest3d.com/index.php?topic=63520.0
http://www.lumonix.biz/yabb/YaBB.pl?num=1191220107
http://www.gamedev.net/community/forums/topic.asp?topic_id=470296

 
> Wednesday, December 2, 2009
 
Some of my highlight works.
 
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> Wednesday, December 2, 2009
 
My youtube channel. http://www.youtube.com/alirahimish
 
> Wednesday, December 2, 2009
 
Links that are related to my works.
http://www.quest3d.com/index.php?id=217
http://www.quest3d.com/index.php?id=215
http://cgpersia.com/2009/01/realtime-3d-previews-by-ali-rahimi-774.html
http://www.pouet.net/topic.php?which=6920&page=1&x=31&y=13
http://www.shadows.fr/blog/ali-rahimi-3d-temps-reel-quest3d
http://www.geeks3d.com/20090702/tech-demo-direct3d-temple-2
 
> Older Update
 
December / 2009 Comment section added to website.
November / 2009 Temple 2 Honorable mentioned in Quest3d 2009 competition.
July / 2009 Demoreel updated.
July / 2009 The pain added to portfolio section.
July / 2009 Earth 2124 island added to portfolio section.
July / 2009 Transshape updated.
May / 2009 Temple 2 added to portfolio section.
February / 2009 Earth 2124 spaceship 5 added to portfolio section.
February / 2009 Demoreel updated.
February / 2009 Temple added to portfolio section.
December / 2009 Earth 2124 monster 1 added to portfolio section.
October / 2008 Website completely updated.
August / 2008 Quest3d website put The Plunge on it's front page.
August / 2008
The Plunge win a third place in Quest3d 2008 competition.
October / 2006
Quest3d website put X Fridge on it's front page and Downlod / Demo section.
September / 2006
X Fridge finished.
May / 2006
Webstats4u added.
May / 2006
Website Completely updated.
April / 2006
Site down.
February / 2005
Home page Updated.
December / 2004
Website published.
 
 
 
 
   
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