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Making of Casa Ibicenca by Jose R. Fraga Seivane Web: www.jfs-ia.com

casa ibicenca

Introduction

First of all I would like to congratulate the organization and all the Light Render on Tour collaborators, especially to Javi Martínez for the big effort made to carry through this difficult initiative of sharing his knowledge and experiences with eleven Spanish cities.

As the winner of the contest I find myself into the difficult task of carrying out the “making of” of my scene. For this, I have used the following software: 3d Studio Max 2009 for the modeling, VRay for the rendering of the image and Photoshop for the creation of some textures and the postproduction.

References

When I began to think about an image to present in the contest I didn´t know very well if it should be an interior or an exterior. I had to make a scene that fulfilled the two conditions and that in some specific moment I could choose between an interior and an exterior sight simply changing the camera. Then I remembered a report about a house in Ibiza with a lounge at different heights and opened to the garden with a spectacular swimming pool. I began to compile references from the house and its furniture from the Internet and I started to make my own "blueprints" to shape them.

Modeling

Basically all the models used in the scene were created from Primitive Standard and Extended such as Box, Plane, Cylinder and ChamferBox and Splines such as Line, Rectangle and Circle.

Applying different modifiers like the FFD, Lathe, Bend, Shell, Turbosmooth, etc. and converting them to Edit Poly, in order to be able to smooth the axes of the objects by means of the command Chamfer, or to create the axes and insert some apexes for a more precise control of modeling.

For each model I created a scene of study where I applied a standard lighting and I carried out a materials test based on the reference.

lighting setup

Carrying out the process this way becomes very entertaining since in a work session, you look for the reference; you shape, texturize, renderize and postproduce it.

The architecture didn´t involve a complicated modeling since the geometry is minimalist, with many straight lines, so I simply used Primitive Standard converted to EditPoly and extruding faces and fitting apexes.

So that the scene didn´t weigh too much, with the vegetation, I only used two standard models from OnyxTree converted to Proxy from VRay. Since they were not the major figures of the scene, I solved it with different scales and rotations of the same proxy and the textures of these are almost come down to flat colors.

In order to apply some modifiers seen in the seminar, like the modifier Cloth, I created a one meter by one meter plan with 50 segments long by 50 wide that would act like cloth with the standard cotton configuration and like collision objects one of the hammocks and the floor. As soon as the shape of the towel was obtained I converted it to Edit Mesh and fitted some apexes. Then I applied the modifier Shell to give it a few millimeters of thickness and finally a Turbosmooth to soften the shapes.

editpoly

chair

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