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3d art

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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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