Thursday, 27 December 2012

Project 3 WIP


The first scene, started off by importing a 3D bird. The Bird function as the focus, where I want the bird to fly around the building.


Next, I drew a straight line and ends at the building. 


Then, selecting the bird, go to animation under constraints, select path constraints and then click the line desired. Hence, the bird moves along the line.


Next, the camera. By duplicating another line and moves just next to the bird path, select the camera and then select path constraints and click the line which is duplicated. As for the camera target, select it, and then click attachment constraints instead of path and then click onto the bird. Therefore, the camera is now focusing on the bird as it moves along the line.


I place several ducks to give more life to the site. So, setting the autokey, at frame 100, 180, and 250, I move and rotate the ducks so that they do not stay stagnant in a place.


Scene 2 is basically a bird fly around the building. Hence I created line, and then edit it using the vertex to move up and down and adjust it so that when the bird attach to it, it will fly around the building. Using the autokey to rotate the bird so that it moves realistically.


For scene 3, the shadow movement, I set the autokey, and moves the daylight I've place on the site.



Scene 4 is where I want the ring the roll down from the bed and then dropped onto the ground. So, I imported the ring, place it on the bed, draw line and edit it to create the scene I wanted.




The same method, using path constraint. RING > ANIMATION > CONSTRAINTS > PATH CONSTRAINTS. 


The last scene, is basically camera movement along the line created. The maroon line is the line for the last scene. 




For the render set up, always click the range and key in the number. When I got 800 frame, I key in 1 and the next box I key in 800. The output size is 640 by 480.



Next, the render output file. Create a file specifically for the video render, and on the settings, change it to avi. 



I couldn't render it in high quality due to the time constraint. It is really disappointing. I mean I'm disappointed with myself.



For the video editing, I use window movie maker.  







Sunday, 16 December 2012

Project 3: Weberhaus Animation

A short animated clip of a couple just got married and lives in a midst of nature- surrounded by sea and sakura forest



Saturday, 3 November 2012

Project 2B: Weberhaus Interior Rendering by Me


Into Dusk - Interior Render


Moment - Interior Render

WIP of Project 2B: Interior Renderings


Furnishings of the interior are downloaded from 3D archive. After downloaded the selected furnishing, I import them into the 3DsMax. Noted that not all the the furniture imported into the Max has material and texture, thus I have to assign materials to them. Picture above show that I have imported the sofa, and then I scale it to the right size and scale.


To give more effect to this house and not just a plain wall with just a piece of glass, I place a blind. This will naturally give privacy to this house and add extra effect when I place the lighting.


Next, I place the handrail. The handrail is of course downloaded from the 3D archive. But having the problem that the handrail downloaded is not the same gradient and size of the Weberhaus. Therefore, I need to detached each component of the the handrail and adjust it to the correct gradient and size that fits.




I wanted to give more life to the space and hence I downloaded a couple of ornamentation and textiles to place onto a trophy shelf that I have placed in the living all. Picture above show that the book have been place but without texture. To provide a more realistic look, I apply materials-which is the cover of the book onto them and UVW Map them to fit it perfectly.



The overall look of the book with cover.


Filling the trophy case with sculptures, photo frames, books, and textiles.


I have inserted pictures into the photo frame by just applying material onto it. As simple as that! This is to give more life to them home where it actually feels like there's someone is actually occupying the house. 


Next, I place picture on the wall. Using the same method as the photo frame, the picture are place by applying material onto them. 



There's no point having a beautiful picture hung on the wall that does not capture anyone's eyes. Therefore, I place spotlights above the picture so that it will focus these picture.



Here comes the lighting. I used target spot for the spotlight. Adjusting to the appropriate length and radius of the light projection to provide a realistic outcome.



After placing the lightings, I rendered it to have a look on the outcome. Of course it doesn't takes one try and BAM! u got the perfect one. I actually spend most of the time adjusting the lighting until I get the one I wanted.



Picture above shows that I'm placing other lighting components. For the lightings of these house, I use target spot, target light, omni light, and I assign glow on several objects like the spotlight on the ceiling and the fireplace.



As usual, kept on rendering - adjust- render - adjust - render until I got what I wanted 



Finally, 1 interior rendering is done. To get the view I wanted, I place my camera to where the view I wanted to show. I wanted to show the quality of the space, thus I intended to show the overall of the house. The camera is place at the right corner of the living room, and using 12mm camera where I can capture the overall space of this house.


Picture above shows is where I am placing furnishes in the dining and kitchen area.


For the next interior rendering, I wanted to show how's the interior space looks like during the daytime.  Therefore, I place daylight onto the context of the Weberhaus. Since for my exterior rendering I did one day time and one night fall, I wanted to show the exact way to the interior rendering. 


Rendering a couple of time to get the correct angle, lighting inflicted onto the space and placing the right background pic for the environment.


Since it's daytime, it is unnecessary to place lighting in the interior, so I remove the glow of the dining table lamp. 


For the final outcome, I use photoshop to insert people onto the space and adjust the brightness.


Same goes for the other interior rendering. Photoshop - insert people to give life to the space.















Saturday, 20 October 2012

Project 2A: Exterior Rendering by Me



The Weberhaus- Into Dusk


The Weberhaus- Moment















WIP of Project 2A....


Started off by cadding the Weberhaus floor plan in Autocad. The Weberhaus has 2 floors, so it is compulsory cad both floors and not just one floor in order to get a more realistic 3D outcome, not only that, save time. Make sure to separate layer for each and every object or component of the house in order to ease of extruding. Another important thing to know is that to separate layers for different walls. This is important as I at first did not separate thus I can't move the 1s floor above the ground floor when I finish extruding everything. 


After cadding the floors and making sure every components is in their layer already, I import them into the Autodesk 3dsMax. At first I couldn't import them due to the cad file is in 2013 version and the Max program I used is the 2012 version. So, ensure to save the cad file lower version or the same version of Autodesk 3dsMax using.


Simply click on the line and the layer of the selected line will be described on the right box. Go to modifier and then select extrude. Under extrude, type in the amount of height . As for this house, the height of the wall is 3m, and so I type in 3000mm to extrude.


I assign different component with different colour to ease the job of to know which is which material, like for my timber wall I assign them brown colour, glass wall white colour and so on. After extruding, now to to do the window part. For the curtain wall of the Weberhaus, I click on the wall and then select Editable Poly, then select polygon and click the front and the back of the wall and select Inset. Adjusting to the perfect length of inset, now I get the frame.


The Weberhause has 2 stuffs going on 1 side of the wall which is one being just a piece of glass(the wide one) and another is a glass window which can be opened and has frame. I used box command for this. To do the frame part, I used inset. I came across a problem of using inset, which is it did not cover entirely of the frame and has a hollow gap. I can't cap it as it will cap the part I inset-ed it. To solve the problem, I used  box and cover them. 


After the exterior part has been done, I moved on doing the interior part of the Weberhaus. Well although Project 2A is about the exterior of the building selected, but the Weberhaus has these HUGE glass-can be seen through it in a whole facade. Since a glass is a transparent material, it is for sure to be able to see what's   behind them and so, I did the interior object which can be seen through from the glass to give a more realistic feel. Picture shown above where I am doing the fireplace of the Weberhaus.


From another side of the of the house, through the glass, dining area can be seen. So I constructed dining table and chair. A simple one I must say. 


After everything has been done, now to assign materials. Click on the material editor and click on the standard and select Arch & Design.


Beside the colour there's one small square box. Click it and select Bitmap. Select the desired material.


After the desired material has been selected, apply it onto the surface .


When the material is applied onto the surface, it did not look realistic at all. It's either too large, or not on the correct spot. For these problem, I use UVW Map.


Finally, it look more realistic. By adjusting it to the perfect value, it gives to surface look realistic. Changing the mapping, length, width, height and the U, V, and W tile value helps adjust the material to the desired.


For some part of the the surface such as glass, there is no need to insert bitmap. Just change the standard to Arch & Design and under template, select "Glass- thin geometry" and apply it to the surface.


In a building there is certainly has quite a number of material. Assign different material in different sphere as shown in the pic. Do not use the same sphere to change to another material as the material that has been applied onto the surface will change together as well.


Applying material in the interior part of the Weberhaus. 


I know this is not the right way to to fridge. But to save time and since project 2A is about exterior and the fridge can only be seen in a minor way, I just download the elevation of a fridge from the web and then aply it. Somehow it look good though, but it is quite flat... 


After the materials has been applied, now I can move the 1st floor and place on top of the ground floor.


Doing the exterior part of the Weberhaus. This is something I include myself. It is not in the real Weberhaus design.


Did the railing and platform. Assign materials onto it.


Doing a cup again? Nope. I'm doing the exterior light for the Weberhaus by applying the knowledge I've learnt from the making a cup tutorial. Basically create a cylinder, select surface, inset, and then extrude.


By just doing one light, I duplicate it a few by using instance since it's the same for everything.


Now the landscape part. I create two huge width and a thin height using box to serve as a ground and another is the waterscape. I want the Weberhaus to be located in a midst of the forest and next to a river or  sea. So I include trees. For the trees, under create, click geometry. Under standard primitive, click it and select AEC Extended. Under that, click Foliage and list of trees are available for choice. The variety of trees provide are not many so if it's not the tree wanted, download it from the web.


For one of the view, I want it to be a night view. So, I include light. Since I've place exterior lamp onto the Weberhaus, I place omni light in them and also inside the the Weberhaus. Adjusting the intensity of omni light   to 50000. 


Placing omni light in the Weberhaus to give life to the building.


Since I want the Weberhaus next to a riverbank or sea, I want some rock or stone element. So I create rocks place them along the Weberhaus and the sea. I create rock by first creating a sphere and then to modifier and select displace. Under displace in the image section, click "none" box under map and select noise.Adjust the shape of the sphere by changing the value input of the strength under parameters. Next, turbo smooth it. Of course I did not create millions of rock. I just duplicate it using instance and rotate them in different direction to give the rock feel.


After everything is done, now to render. Since I want a night view, I want my background to have a dark evening sky. I downloaded the desired sky. Under rendering, click on environment or can just press "8" on keyboard. Under environment map, click "none" box and select bitmap and choose the desired pic. Now when I render, the disired background appears. 

There's several factors concern when rendering. Light, sun position and the building position. I place the sun to fit the image I wanted and reduces the intensity since I want a night kind of view. Next, I position and adjust the view of the building. There's a lot of try and error and adjustment in order to get the right and perfect view and feel.


Next, I want another view which is more of a morning kind of view where the sun just rise about 9am and overlooking the sea. So I choose the background of a morning sky from the web and apply it in the environment. Next, I adjust the sun to correct position so that I could get shadows and have the feel of the sun rose. Then I adjust the view of the Weberhaus overlooking to the sea.


There's a lot of try and error too. After getting it right, by making sure the eye level, building is compose vertically straight, the shadow casted and the context. In rendering setup, I adjusted the FG precision, and change the output size, width 1000, and height 750.


The preview of the overall of the Weberhaus and it's context.