| | | Daniel Schmittou | | Desk Scene | | | | | | | | | | | | | | | Destroyed solitude | |
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| | Inspiration
I wanted to try and create a situation that appeared bleak, yet at the same time have a few of the objects in the scene give. So I set out developing a backdrop for this scene. I ended up choosing a war torn/deserted cityscape. I wanted to see how well I could make the scene looked old and destroyed. I knew this would require good modeling and texturing to pull off the realism.
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| | | Objects | Broken building | Dan | | | Box crate | Dan | | | Wood slats | Dan | | | Lantern | Dan | | | Paper | Dan | | | Pencil | Dan | | | Artillery shell | Dan | | | Rubble 1 | Dan | | | Rubble 2 | Dan | | | Rebar | Dan | | | Brick building | Dan | | | Bricks | Dan | | | Terrain | Dan | | | Back wall | Dan | | | Candle | Dan |
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| | | Textures | Lantern | Lightwave materials then tweaked | | | Terrain | Lightwave materials then tweaked | | | Rebar | Lightwave materials then tweaked | | | All other textures were created using photographs I took, and digital painting in Photoshop. Each texture was composed of approx. 5 images to create the final composite image. | | | Background/HDR probe: | http://www.spectralogue.com/ textures/ showimage.php?type=l&id=2780 |
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| | Problems and Solutions
I spent a lot of time setting up rendering and lighting. I wanted a daylight effect, giving everything a GI look. This took a lot of time because I used Radiosity. I had two main light sources, an area light, and an HDR light probe. It was hard to get the lighting correct when I tried to adjust both at once. I finally started working with one until I got the correct look, then worked on the other. I knew the scene would benefit a great deal from DOF, but Lightwave’s DOF tool isn’t that robust and very slow for not much pay off. After many-failed test renders I finally found a tool called Digital Confusion, which turns out to be a much better way to achieve DOF. The other nice thing about it is It’s included right in Lightwave. The only other thing that took a long time (as I expected) was texturing. I found that allotting a certain amount of time per texture helped a lot. Otherwise you can spend forever-tweaking textures.
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| | | Time Frame | Developing idea: | ~2 hours | | | Rough object placement: | ~2 hours | | | Modeling main objects: | ~6 hours | | | Modeling aux objects: | ~3 hours | | | Creating textures: | ~12 hours | | | Lighting/camera placement: | ~4 hours | | | Rendering final image: | ~3 hours | | | Postproduction work: | ~1 hour | | | Saving final image: | priceless |
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| | References
3dtotal.com newtek.com book lightwave [8] | |
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