| | | Wes Newell | | Final Scene | | | | | | | | | | | | | | | Doghouse | |
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| | Inspiration I recently got a puppy so dog stuff has been all that is on my mind. I've been wanting to make her a dog house but I had not come up with a design that would be cheap and easy to make. I went online and found some blueprints and instructions for making a dog house out of a piece of plywood. What better way to test the design than to build it in 3D? I wanted to add in a few things to the scene to make it more interesting so I added a few things you might see around a dog house. I decided to go with a real background just because I want to practice camera matching and I wanted to learn how to create shadows on a background image that looked like they were actually a part of the real photograph. The tennis ball was also a large focus as it involved some complex modeling to create the grooves on the ball.
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| | | Objects | Dog House | Wes | | | Name Tag | Wes | | | Bowl | Wes | | | Food | Wes | | | Tennis Ball | Wes | | | Bed | Wes | | | Kong | Wes | | | Ground | Wes |
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| | | Textures | Woodtile.jpg | http://mayang.com/ textures/Wood/ html/ Flat%20Wood%20Textures/ index.html Made it tileable in photoshop and changed levels | | | Woodbump2.jpg | Same as woodtile.jpg but in black and white with some level changes to make it a bump map | | | Bedding.jpg | http://mayang.com/ textures/Fabric/ html/ Other%20Fabrics/ index.html made tileable using photoshop | | | Bedding Bump.jpg | Same as Bedding.jpg with modified levels and in black and white | | | Fabric.jpg | http://mayang.com/ textures/Fabric/ html/ Other%20Fabrics/ index.html made tileable using photoshop | | | Fabric Bump.jpg | Same as Fabric.jpg in black and white adjusted levels to be a good bump map | | | bybg.jpg | Unknown Source (found using google images search) | | | bybg2.jpg | smaller version of bybg.jpg |
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| | Problems and Solutions
I had major issues with bump mapping on the wood texture of the doghouse. Sometimes the bump mapping would create lines that went across a surface rather than apply the bump map directly flat onto the surface. To fix this I tried different application axis and modified the bump ammount. The tennis ball UV mapping did not go very smoothly. I could only get parts of the object to unwrap correctly onto the uvmap. This left some of the object textured using the default color rather than the image from the uvmap. To fix this, I made the default color of the object the same as the color in the uvmap image so that you can not tell that the object is not completely uvmaped. Getting the ground texture to properly blend with the background was difficult. It would often come out way brighter or way darker than the background image. To fix this I had to make the luminosity of the ground 50% and the diffuse 50%. THis preserved the brightness of the image and made the transition seamless. Getting the lighting to match was very difficult. In order to make it match correctly I had to do hours of guess and check.
For the second render i had to use a blown up background image. This caused some pixelation and bluring in the background. This blury background contrasted against the sharp render of the doghouse looked awkward. To fix this, I deleted the ground object and saved an alpha render. I used this alpha render to mask the modeled portion of the final image so that I could blur just the modeled objects. This gave it a more seamless appearance between photo and render.
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| | | Time Frame | Dog House | 2.5 hours | | | Name Tag | 30 min | | | Bowl | 30 min | | | Bed | 1.5 hours | | | Kong | 30 min | | | Ground | 2 hours | | | Food | 30 min | | | Lighting | 3 hours | | | Texturing | 4 hours | | | Rendering Setup | 6 hours | | | Composition/Camera Setup | 6 hours | | | Total | ~27 hours |
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| | References
Building a Doghouse http://www.lowes.com/lowes/lkn?action=howTo&p=Build/DogHuse.html Front Projection Mapping http://www.tutorio.com/?tui=3797
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