G U Production

Building Creation

Modelling

The images below show the creation of the basic outer shape of the building using scale plans i created a top, side, front and back scale plan was used.


















The image below shows some asset creation for the interior styling of the build. Lamp shades (gloss white) a half moon seating booth (wooden frame with leather cushions, a polished silver round table, a square table (wooden outer and legs with marble worktop), hardback chair (wooden and leather cushioning) and the bar ( three types of wooden on panneling with perspex light boxes and polished silver bar taps)

 Lighting

Global Illumination

Below are images of my global illuminsion tests. This helped me understand light and dark areas of my model, also i tested where the drop lamp hotspots were and made sure that the light from them was not overpowering or looked to false or harsh.








Global Illuminationand with scene lighting


 Global Illumination with scene lighting


Global Illumination with scene lighting

Texturing

In this part of the blogg i have shown my texturing creation.


Above is most of the textures used within my project all sourced from http://www.cgtextures.com/. Other textures used were standard textures within Autodesk 3DS Max library.











The extruded sections of the wall are inspired by Kengo Kuma as many of his projects have a busy outer shelling. This also helps break up the outer shell of the build. But these extruded squares also have another functional use. Shown below these squares have lights facing in different direction to illuminate the building at night.



Lighting

In the images below i now begin to experiment with a mix of daylight system lighting and GI (Global Illumination) and find the best lighting solution.

Below is lighting with just the Daylight System added.

 















The image below is daylight plus GI.


Exterior


Above is 10 varations of paint and colour for the outside of the build, in the end i decided to use the two tone wheat and olive green colours. The reason for this is i felt both colours worked well with the enivironment and complimented the building the best.

Final Test Render Shots

Below is final still render test shots of the project. In these im lookin at lighting and image quality before commiting to rendering the visualisation.















Preview Renders

Before i render i also checked timing and camera shots using preview renders. Imgae quality is not of concern here it is purely for reference.

Shot 01.

 Shot 02.


Shot 03.




Shot 04.


  Render Sequences Before Edit

Shot 1

                                        

 Shot 2

Shot 3

Shot 4

Final Animation

  Final Animation 2

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