| | | Jeff Bohlin | | Desk Scene | | | Desktop | |
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| | Inspiration
I wish I could say I was deeply inspired by something to create this scene, but it’s basically just the exact same desk setup I have at home. Modeling objects right in front of me was the most efficient way to go about this project. All the measurements were right there.
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| | | Objects | Folding Table (desk) | Jeff Bohlin | | | Antec Case | Jeff Bohlin | | | Lamp | Jeff Bohlin | | | Glass | Jeff Bohlin | | | Pencil | Jeff Bohlin | | | Book | Jeff Bohlin | | | Walls | Jeff Bohlin | | | Floor | Jeff Bohlin | | | Chair | Lightwave Modified by Jeff Bohlin | | | Monitor | Trevor Morris http://user.fundy.net/morris/ | | | Keyboard | Trevor Morris | | | Poster Images | http://www.allposters.com | | | | | | Textures | Floor | http://www.imageafter.com/ | | | All other textures | Lightwave |
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| | Problems and Solutions
The object that gave me the most trouble was the glass cup. I tried multiple ways of trying to get the glass to look right and refract light correctly, but it always looked off. I went through countless poorly explained tutorials telling me vaguely to copy and flip the polygons (one for inside and outside) and paste them back to each other to get the proper refraction, but they all looked terrible. Then I came across a very well written tutorial (linked above) that provided the tip to make the inside glass completely transparent yet still set a refraction index. Thus, the light on the inside would still bend back properly and the render time would be cut in half. I also had some problems with the faceplate of the computer tower. The ridges weren’t rendering properly and were casting shadows incorrectly. I was getting frustrated after spending some time trying to figure out what was wrong, but it turned out that I had inadvertently flipped the polygons on half of them the wrong way. I had spent an hour trying to reorganize some of the elements onto different layers in Modeler and changing the lighting inside Layout, but it was just the backwards polygons all along.
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