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Showing posts with label 3dsmax. Show all posts
Showing posts with label 3dsmax. Show all posts

Tuesday, 26 March 2013

External Client Project Outcome - Rendered Images

The main outcome for my client project was to submit my 3ds max project file and texture folders, but I also decided to render stills of each wall in their environment using a merged file of all of our models in one scene. I did these using my final textures on my parts, and texture the rest in a light grey to highlight to the client which part was created by me.

Here are my rendered images of my final models:







Monday, 4 February 2013

Modelling walls again - Lower poly method!

I had just modelled most of the main geometry of the exterior walls of the castle, when I realised there was a better method to get less polygons, which was also a lot simpler. From looking at other low poly/game design examples, I discovered that creating basic divisions then insetting the polygons, instead of producing lots of divisions using the connect tool. The screenshots below the difference in polygons from my first and second versions of the East Front wall.



I also think that this method of modelling will be a lot easier for us to both follow the same structure, as I am not doing all 4 sides of the building. I have so far completed most of the exterior geometry as before, and just need to add the balcony areas, specifically on the South Front wall with the archways.

East Front wall with wireframe overlay

South Front wall with wireframe overlay

North Front wall and basement with wireframe overlay

Wednesday, 30 January 2013

Starting to Model the Castle (Ahh!)

Today, as I had finished my presentation the night before, I decided to try and make a start on modelling the castle, although I had no idea where to start! Eventually I decided to begin with the most complicated bit - the East Front wall. I am going to model each wall separately for now, mainly due to it enabling me to use the symmetry modifier - a lot easier! I have experimented modelling a few different ways (i.e. starting again a lot), but have settled on extruding inwards for windows, after realising that deleting the polygons altogether wouldn't allow me to texture them.

Anyway, here is all I have done in a last couple of hours - just the main shape and windows of the wall, and the start of the main body of the stairs (without the steps at the moment)...





Tuesday, 29 January 2013

Completed Mock-up Models

I completed the previously posted simple mock-up of the basic exterior outline of the castle in 3ds max, which I suggest that we all use as a guide when starting  modelling each part of the scene. This is modelled from the 1800 floor plan as a guide, using accurate measurements in cm which I figured out.




I have also done some practice of low poly modelling for my client presentation this week, using part of one of the pillars as an example. I have used as little polygons as possible by deleting all the back faces that are not needed and will not be seen when placed against the building. :)



Monday, 28 January 2013

Artefact 1 "Morning After Dark" - Development and Evaluation

Development/Improvement of Images:




  

Final Images:




Evaluation:

The aim of my first two research artefacts was to question the popular assumption/theory that lighting is the most important factor when it comes to visual storytelling. My first artefact, specifically, was to explore the techniques involved in using lighting design alone to show a CG environment at a certain time of day and year – a winter morning. Through quick feedback from online sources and the small focus group in my presentation, I would discover how successful this can be and what atmosphere it may create for the viewer.

The main information that can answer my initial enquiry from the results from this first artefact is that, although lighting plays a very important role, other elements are also often needed to emphasise the specific atmosphere that you are trying to create. For instance, although I only received small amounts of anonymous feedback on my original rendered images, I knew instantly that I needed to tone down the lighting intensity and use other techniques to enhance this experiment. This could be achieved by adding other clues to the winter morning theme, such as using imagery for exterior window textures with snow and colder colours, or using post production and colour correction techniques.

The feedback I have received from my focus group during my presentation was mainly based on attention to detail to improve the quality and believability of the scene....

  • Consistency in features - e.g. primary school decorations, secondary school style - which one?
  • Ambient occlusion would make it feel softer and more realistic
  • Bump maps on the walls could add more detail and make it less flat
  • The volume light effect was very sharp and solid, perhaps use noise parameters to make it more believable?


From completing this first artefact I have also learned how lighting and colours can be perceived totally differently by other people in comparison to my own personal feelings. Therefore, I have realised that intensive research and feedback is always important when trying to mimic a specific time of day or year with lighting. I have also realised that using different renderers, textures, and types of light can easily affect the success and quality of the outcome, and that it is good to experiment with these in conjunction with post production techniques in order to gain a totally successful outcome.




Monday, 21 January 2013

Practice-Led Research - Artefacts

The second part of the research project module involves using 5 artefacts as 'practice-led research' in order to further explore my research question.

My research question I have explored in my document is:
"How is cinematography used when creating an atmosphere or mood within a CG environment, and which techniques are most effective?"

When proposing my possible artefacts within the document, I suggested that..
"To explore methods for creating atmosphere and mood, experiments with cinematographic techniques and the 3D pipeline would be produced. For example, using the same environment, many experimental renders could be produced, each using different techniques such as camera angles, lighting, or colour schemes to try to create mood within this environment."

After discussing this further in recent tutorials, I have decided on the following approach to my artefacts, where 3-4 techniques can be explored:

Artefacts 1 & 2: Exploration of lighting - Time and mood
Artefact 3: Texturing techniques - Changing the feel of a room
Artefacts 4 & 5: Camera techniques - Angles, effects, movement


Although I recently posted a possible environment for my artefacts in the form of a lounge/diner area, I have now changed my idea and decided on a classroom scene. This scene uses large windows from both the back wall and the pitched ceiling, as a good source of natural light, as well as incorporating hanging ceiling lights as a possible source of artificial light, useful when experimenting with using light to show different times of day or year. The scene was mainly influenced by an artist studio model I found on the lighting challenges at the 3drender website (http://3drender.com/challenges/artistry/index.html), as I thought it was a good example of potential to show character through a simple model of a room.

So far, I have modelled all of the main features of the room, and only applied simple textures and added basic lighting to help whilst producing the scene. I will add more detail in the form of textures, lighting, props, and effects, depending on what I am trying to show in each artefact. I have not put too much time into high quality modelling, etc. due to this research being focused on cinematography techniques more so than modelling and texturing.








Monday, 7 January 2013

Possible Environment for Research Artefacts

Over some of the Christmas break I started a couple of basic environments to use for my artefacts, using both new models and other high quality models I have made in my spare time in the past. I firstly looked at attic rooms (conversions) as being good for sources of light (skylight windows), as well as looking at large full-length windows for the same reason. The idea I have developed more and plan to work on much more in the next week or two is quite a basic open plan lounge/diner area. The main feature of this room will be the wooden beams on the ceiling, to try to add character to the room rather than just be an ultramodern, fashionable space. Another important aspect is the use of large full-length windows, to add a potential effective light source for an artefact.

Full-length windows to add light/mood?

The image I will base my environment/interior upon - open plan with character































(I have not yet scanned in my original sketches of ideas for the artefact work, but will upload these later this week when I find time or remember!)


Here are some quick renders of where I currently am with this environment, with 3 out of 4 walls made, and some furniture and decoration in place and basic textures to show the general idea.


So far, I think the style of the space is what I wanted to achieve, but I also think I should add more detail to some parts and work on texturing, as well as obviously adding many more objects to the scene. For instance, I feel an important object to add would be a light source, due to my research project being based mainly upon lighting to add mood - this could be a lamp, spotlights, candles, etc. Also, the brick wall within the room currently only has a diffuse and bump map on the whole surface, so I could consider modelling this to add more detail and realism to the space.

Saturday, 3 November 2012

Internal Client - Feature Design

As well as making the shape of interior space feel more futuristic or modern, it was also advised that I used a similar method when designing a ceiling for the room. Using one of the images within my previous moodboard for futuristic interior design, I found the idea for having oblong shaped holes within the ceiling revealing a material above. For my design, I think this could be effective to show a black surface - fabric? - with lights on it, as a form of both decoration and illumination, perhaps.

Example for infleunce - ceiling 'holes'/'panels'

Render showing ceiling design with this idea in place, so far.