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2005 Spring ->3D Computer Modeling ->Galleries ->Aaron Dreifort
| | | Aaron Dreifort | | Desk Scene | | | The Recording Studio | |
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| | Inspiration
The desk in this scene is represented by the workdesk of an audio engineer working at a mixing board. Everything they need is in this room; a comfortable chair to sit on, a 24-track mixing board to record with, a pencil to take notes, and an ashtray should they decide to relax (although I would recommend against smoking around A/V equipment, even in virtual reality!)
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| | | Objects | mixing board | Aaron | | | glass ashtray | Aaron | | | lamps | Aaron | | | speakers | Aaron | | | walls | Aaron | | | pencil | Aaron | | | chair | Lightwave |
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| | Problems and Solutions
The items in the scene that I created are the mixing board, glass ashtray, lamps, speakers, and surrounding walls (and of course the pencil). The chair is borrowed from Lightwave’s object library. The object I spent the most time on was the mixing board, which was fairly straightforward to create but at the same time held a lot of important detail which contributed to the overall quality of the finished object. I started by creating one channel of the mixer, and then using the array tool I multiplied it out across the board. For the rest of the board, I copied pieces from other layers to composite the other faders, LEDs, and knobs. The lamps were created using a box which I moved the points on, and a disc which was expanded into a rod and then bent to make the neck of the lamp. All the other objects in the scene are just there to lend atmosphere to the scene the board is in, as I’ve tried to make it the focus of the scene. The ashtray was basic, and was surfaced using a modified version of a default Lightwave texture for glass.
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| | Time Frame
Total render time took about 10 minutes for each render, depending on how close the camera was to the objects in the scene. It took about 30 hours to create the board and get it lit and rendered in a way I liked, along with the rest of the scene. I turned on all the options for rendering and used Anti-alias on low. The light from the two lamps was achieved using two spotlights with modified cone angles and volumetrics on.
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