
Well, first of all to thank CGArena for giving me the opportunity to explain the making of this project, This image was created for the contest " Lightrender on Tour " and won the second prize. I used 3ds max with Vray rendering engine. This project is based on the work of Spanish architect D. Joaquín Torres A Study of Architecture A-zero.
Modeling - I will begin by describing the parts that compose the house. As you can see in the image which is formed mainly by two cuboid, the largest and foremost of which has an overhang on the upper level consists of a cube and a cuboid smaller an angle of 135 degrees approximately the principal. These forms are modeled with simple boxes converted to editable poly and some other Boolean, especially inside the house. As you can see, housing is a very straight line, so that the model did not present much difficulty. Then paid particular interest in the size of slate panels to have mediated a coherent and coincided exactly with the holes in the house.
There are several elements in the interior of the house which I recreated in terms of modeling such as sofas, chairs, stereo, speakers, and decorative items. The sofa is divided into two parts, first the main body, which was modeled on a case converted to editable poly and manipulating vertices, edges and faces through extrude, chamfer and others until get the desired shape.
On the other hand sofa seats and backs that have been modeled through the chamfer box, to which I applied the turbosmooth and finally the FFD modifier differently in every seat and backs to create randomness.
For modeling the chairs I have followed the same procedure as for the seats except the legs, for which I used lines (spline) and make them renderable with certain thickness. The stairs of the apartment interiors have been created with a spline that has been applied subsequently to give an extruded volume.
All porcelain and glass vases that appear on the scene have been developed through a spline with a more or less consistent and has been applied to the lathe modifier to generate a surface of revolution, followed by a smoothing turbosmooth and the FFD modifier to change their shape a bit.
Materials
In this section I will try to explain briefly the materials used. The main parts of the house consists of a multi material / sub-object consisting of three ID, each ID is a Vray material which I will explain. Diffuse the section I added a texture that imitates the whiteboard, in Reflection I added a value of 15, and Refl.glossines a value of 0.5 to make the reflections very blurred, and finally, the Bump, which I have added as a "normal bump and give me more effective results than the traditional bump.
For the glass I always follow the same pattern, Diffuse dark green, the Reflection will depend on the scene, the value in this case was 34, with Fresnel Refraction and reflection activated and enabled the checkboxes "shadow Affect "and" Affect alpha ". Give a Greenish color to fog color but always with very low values.
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