Making of Pool Scene
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Transcript of Making of Pool Scene
8/3/2019 Making of Pool Scene
http://slidepdf.com/reader/full/making-of-pool-scene 1/6
Making Of Arch-Vis. Work
For all of you that love your architectural
visualisation images, we have an excellent
example for you here by 3D artist Giraffe. Follow
how she creates this sunny haven in 3ds Max.
“I think V-Ray is a greatrender engine and it
can produce very highquality renders in
short times.”
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page 117www.3dcreativemag.com Issue 036 August 2008
Arch-Vis. Work Making Of
Flower Begonvilla
First, I modelled a ower unit. It was just very
simple planes with opacity maps. I made
clusters of owers by simply cloning and
transforming tools with move and scale (Fig.05
and Fig.06).
I then modelled the branch, again using Onyx
Treestorm, and scattered the ower units and/
or clusters around the branch to form the plants
(Fig.07). Here’s the result after rendering
(Fig.08).
Created In:3ds Max, V-Ray, Photoshop, Onyx Treestorm
IntroductionI produced this image for architectural
visualisation purposes for a client. There have
been, in total, 16 different camera shots (all
static images) used for this the same project,and this particular image shows the pool area
near the restaurant.
ModellingI started with the modelling and building of the
pool with a simple and basic poly-modelling
technique (Fig.01).
Arches
Here I would like to show how I made the arches
with poly modelling, because this is one of the
frequently asked questions that I receive in my
mailbox and on the many forums from beginner
artists (Fig02).
Trees & Plants
I modelled some of the landscape elements
with ONYX Treestorm, which is highly-detailed
software with many parameters for leaves,
branches and trunks – and with this anything is
possible (Fig.03 and Fig.04)!
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page 118www.3dcreativemag.com Issue 036 August 2008
Making Of Arch-Vis. Work
Camera SetupAfter all of the modelling was nished, I set up
my camera. Since this was the pool-side render,
I tried to show the pool and the life around it,
and demonstrate how close to the beach it is.
I thought that keeping a large area of water in
the foreground would create a fresh look on the
summer’s day, and moreover would form a nice
contrast of blue with the yellow-brown stucco on
the buildings (Fig.09).
LightingBefore texturing, I set up the basic lighting for
my scene with a generic material applied to all
objects. I prefer to see how my shaders and
textures react with light as I progress, and then
make the necessary tweaks (Fig.10).
I preferred a midday lighting scenario for the
pool, and I used V-Ray as my render engine
V-Ray has many great tools: VraySun and
VraySky, and the VrayCamera also acts like a
real-world camera with many parameters. So
after setting up the lighting I could then adjust
how much light I wanted in the scene with the
camera’s f-stop shutter speed parameters
(Fig.11 and Fig.12).
I used gamma correction at a value of 1.8. This
simply changed the curve of transition from
white to black, i.e. from bright zones to lighter
zones. The reason I didn’t use 2.2 was simply
because my eye liked it better this way.
TexturingWall Shader (Fig.13)
For the wall, I rstly made the texture by
combining a few photographs in Photoshop, and
then adding some dirt with Multiply and Overlay
layers to achieve this texture (Fig.14). I then
added some reections, glossiness and bump
maps (Fig.15).
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page 119www.3dcreativemag.com Issue 036 August 2008
Arch-Vis. Work Making Of
Water Shader
This shader was a very easy one, although
many people ask about it so I decided to
mention it in this tutorial too. It is simply arefractive material with a falloff fresnel reection
map, so that it reects accordingly as it is
parallel to the camera angle. Here are the
settings (Fig.16).
RenderingAs I mentioned before, I used V-Ray for the
rendering. I think V-Ray is a great render engine
and it can produce very high quality renders in
short times. So I usually use very basic settingsto have short render times, but I remain very
happy with the quality. Here I would like to show
my V-Ray settings for this render (Fig.17 &
Fig.18).
Post-ProductionAfter the nal render, I did a little post-
production work on the image: I added some
foliage, hand-painted and retouched some
details, made some colour variations, adjusted
the saturation and nally did some colour
correction to the whole image.
ConclusionI am happy to have been given the
opportunity to share this “making of” with the
community. I hope you have found it useful.
GiraffeFor more from this artist visit:
http://www.giraffe3d.com
Or contact:
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