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Architecture<br />
Refining the details<br />
Bringing it all together<br />
2-3 hours<br />
render time<br />
Resolution:<br />
4,037 x 2,659<br />
The terrain was<br />
09 modelled using a simple<br />
plane that was distorted with FFD<br />
Box to follow the slope. I cut the<br />
holes in it by simply using the<br />
Boolean tool and adding a subtle<br />
Noise modifier before turning it into<br />
editable poly again. I used the Soft<br />
Selection controls to pull up vertices<br />
near the walls.<br />
This might be disappointing for some, but the<br />
10 snow effect was achieved using a 2D Displacement<br />
modifier, rather than a p<strong>art</strong>icle system like PArray. I took<br />
a snapshot of the viewport from the top and drew a very<br />
large bitmap. Next, I applied it to the terrain by using a Planar<br />
UVW Map modifier.<br />
Another problem that can occur when glass panels<br />
12 are lined up is the reflection breaking at the edge of<br />
each panel. To tackle this, I selected every second panel in a<br />
chessboard pattern and rotated them a little in all directions.<br />
There’s a little trick to doing glass that not many people<br />
11 use. I just added a little Noise Bump and simulated the<br />
double glazing by cloning the glass and pulling it back a few<br />
centimetres. I then applied a different glass material to it with the<br />
same settings, but a slightly altered Noise Bump.<br />
Lighting the scene<br />
For the main light source, I used a<br />
VRayLightDome. Usually an HDRI might<br />
be used in the Map slot, but this time I<br />
just used a darker blueish colour.<br />
I set the Multiplier to 1.5 and made<br />
it invisible as to not affect the reflections<br />
(for which, I put an HDRI in the<br />
Reflection Override slot). The<br />
Environment Override was also checked<br />
in with a black colour to ensure the<br />
background didn’t affect the lighting.<br />
As for the rest of the scene, I used<br />
smaller VRayPlanes and VRaySpheres<br />
with a warm orange colour.<br />
13 Modelling a<br />
window is one of the<br />
easiest tasks, but can add a lot<br />
of realism when done right. I<br />
found a drawing of a section of<br />
a window and drew the outline<br />
with a spline. Once I’d applied<br />
a rectangle with a Sweep<br />
modifier, it was ready.<br />
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