查看: 2412|回复: 1
打印 上一主题 下一主题

【国外教程】Making Of Scandinavian Summer House

[复制链接]

220

主题

3

听众

2871

积分

中级设计师

Rank: 5Rank: 5

纳金币
2618
精华
14

最佳新人 活跃会员 热心会员 灌水之王 突出贡献

跳转到指定楼层
楼主
发表于 2013-5-20 23:16:33 |只看该作者 |倒序浏览
Making Of Scandinavian Summer House
     整理翻译:chinacgv.com- alftsdm
转自:http://www.ronenbekerman.com
chinacgv.com
    转载请注明以上信息!



      3Dstudija is a small team of two brothers.Matas Maciulis and Antanas Maciulis. Based in Vilnius, Lithuania, they have worked in the architectural visualization industry for seven years. Matas is an interior designer and 3d visualizer while his brother, Antanas is an architect and construction engineer. They are working as freelancers with local and foreign clients.
     3Dstudija是一个两个兄弟的小团队--Matas MaciulisAntanas Maciulis,位于立陶宛维尔纽斯,他们曾在建筑可视化行业七年。Matas是一个室内设计师和3D可视化从业者,而他的哥哥Antanas是一个建筑师和结构工程师。他们作为自由职业者为本地和国外客户服务。


Introduction(介绍)
   Hello!
   您好
    First of all, we are very honored that our work attracted Ronens attention and we are pleased to present our project and the making of it here. We also like to say thank you to all active forum members, whose compliments and comments inspire us to aim at getting even better results.
    首先,我们非常荣幸,我们的工作吸引了Ronen的注意,我们很高兴在这里向您介绍我们的项目和制作流程。非常感谢所有活跃的论坛成员,他们的赞美和意见,激励我们得到更好的结果。


   Our latest project is a modern Scandinavian summerhouse. The architecture part was developed by Antanas, while I (Matas) worked on the visualization part. So, Id like to tell little a bit more about the methods and techniques used in this project. Here are the 4 images made in the exterior set
   我们最新的项目是现代Scandinavian夏天的房子。体系结构部分是由Antanas设计,可视化部分是由我(Matas)来做,所以我想分享一点在这个项目中使用的技巧和方法。以下是4张图片的室外:



Basic Scene Setup(基本场景设置)
   Here are the general scene setup settings
   以下是一些常见的场景设置…pic-05



Exterior(外观)

    The architecture of this building is inspired by minimalism so the forms are quite simple. The modeling wasnt anything specialJust simple box poly modeling. The facade and terrace were made with the Floor Generator plug-in, which I found really easy and convenient to use. You should read Bertrand Benoits article about Using the Floor Generator Script to know more about it.
    这栋楼的灵感来自于极简主义的架构,这样的形式是非常简单的。建模没有什么特别的。。。只是简单的box,多边形建模。表面和平台是使用Floor Generator插件生成,我发现它真的很容易,使用很方便。推荐阅读Bertrand Benoit写的关于使用Floor Generator脚本的文章.http://www.ronenbekerman.com/usi ... by-bertrand-benoit/pic06-09





Interior(内部)
   The second stage was modeling an interior.
   第二个阶段是内部建模。




   In this case, the main object was the kitchen from bulthaups B3 series. However, it was left in the background of this project.    Here are the images we made inside
   这种情况下,厨房的主要物体是用的bulthaupB3系列厨房。然而,在这个项目里它只是充当背景。下面的图片是室内:



Environment(环境)
   The main aim with the environment, was to create a poor dry land, where the surface is mostly stony and just in some parts a little bit of grass springs-out. I started with creating the base of the land. I used just a simple plane and modified its geometry with the Tessellate modifier. In order to achieve a more natural look and to create bumpy land impression, I used Paint Deformation + Relax tools.
   环境最主要的,是建立一个贫瘠的旱地,地面上大部分都是小石头仅仅有部分地方有一些小草。我开始创建土地。我仅用了一个简单的平面然后用Tessellate修改器修改了几何体。为了达到更自然的外观和创建颠簸的土地的效果,我用Paint Deformation + Relax工具。



   The plants used are from R&D cube models.
   植物用的是 R&D cube模型。


   I would like to tell you more about my work with the MultiScatter plugin from R&D cube that was used in the making of this scene. In this project we had four different camera angles, so we had to pay attention to the placement of all trees and plants because their shadows had a big influence on how the final image looked.
   我想分享更多我使用 R&D cube研发的MultiScatter插件来做这个场景。在这个项目我们有四个不同的角度,所以我们要注意所有的树木和植物的位置,因为他们的投影位置和最终图像效果关系很大。

   Heres the overview of the scattered elements inside the 3dsmax viewport
   这里是在3 dsmax软件窗口的散布元素的概述。。。




The Trees…(树)




Low Grass For more realistic and natural looking environment we used a lot of different types and sizes of grass
低草 - 更真实和自然的环境,我们使用了很多不同类型和规模的草...


The Bushes / Low Shrubs…(灌木丛/矮灌)



The Stony Road by the House…(房子的石路)



   I wanted to avoid unnatural looking, even distribution of stones and grass, so I also used the Paint function in MultiScatter and set the stones and grass manually, just in the right places. I just used random rotate of 360 degrees around z-axis + the global scale function.
   我想避免不自然的效果,甚至是石头和草的分布,所以我用MultiScatterPaint 功能,手动种石头和草,只在正确的地方。我只用了随机旋转360度绕Z轴和在全球范围内的功能。
   Final result of the ground with scattered grass and stones.
   地面上散布的草和石头的最终结果。



Texturing(纹理)

WOOD BOARD TEXTURE(木板纹理)


GROUND TEXTURE(地面纹理)
   The ground texture is from cgtextures. However, I added some corrections with photoshop in order to make it a seamless texture
   地面贴图是从cgtextures下载的,不过,我用photoshop修改了一下,让他成为一个无缝贴图。


In order to make flora less lush, its texture was de-saturated with the help of vray Color Correction. The less intense the colors were, the better they suited the whole atmosphere of the scene.

   为了使植物不太茂盛,我用VRay Color Correction调了饱和度。强烈的颜色越少,就越适合整个场景的氛围。


ROOF LEAKS(屋顶流水痕迹)



Lighting(灯光)
   The lighting is probably the most interesting part of the project because it has the strongest impact on the mood and the atmosphere of the final image.
   灯光是项目最有趣的一部分,因为他直接影响到最终图像的气氛。
   In this project it was created with a VRay Sun and a VRay Dome Light + HDRI from Peter Guthrie’s collection on 3DOcean.
   在这个项目中,我创建VRay Suna VRay Dome+HDRIPeter Guthrie 3DOcean合集里面的)
   If you are struggling to achieve natural looking lighting, I’d recommend checking the HDRI tutorial by Peter Guthrie. Using his technique I matched position of the VRay Dome Light with the HDRI sun’s position.
   如果你想努力的实现自然的灯光,我建议你去看 Peter GuthrieHDRI教程。用他的技术我匹配VRay Dome灯和HDRI太阳的位置。
   The day lighting is done with Peter Guthrie’s 1739 sun clouds HDRI.
   白天的灯光是用Peter Guthrie1739号有太阳有云的HDRI




The evening lighting is done with Peter Guthrie’s 1928 dusk sun HDRI.
晚上的灯光是用Peter Guthrie1928号黄昏阳光的HDRI




Rendering(渲染)

   I rendered this scene with V-Ray, my favorite render engine. Here are the render settings…
   渲染器用的是我最喜欢的渲染引擎vray,这里是渲染设置:


Postwork(后期)
   Post production wasn’t anything special. Just a few simple steps showed below on the layer stack inside Photoshop…
   后期制作没有什么特别之处,只需几个简单的步骤,下面是photoshop截图:








ok.jpg (47.16 KB, 下载次数: 0)



分享到: QQ好友和群QQ好友和群 腾讯微博腾讯微博 腾讯朋友腾讯朋友 微信微信
转播转播0 分享淘帖0 收藏收藏0 支持支持0 反对反对0
踏踏实实做人,老老实实做事!
回复

使用道具 举报

26

主题

1

听众

581

积分

初级设计师

Rank: 3Rank: 3

纳金币
583
精华
2

最佳新人 活跃会员 热心会员 灌水之王 突出贡献

沙发
发表于 2013-5-22 12:19:55 |只看该作者
  First of all, we are very honored that our work attracted Ronen’s attention and we are pleased to present our project and the making of it here. We also like to say thank you to all active forum members, whose compliments and comments inspire us to aim at getting even better results.
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

关闭

站长推荐上一条 /1 下一条

手机版|纳金网 ( 闽ICP备08008928号

GMT+8, 2024-4-29 04:55 , Processed in 0.093885 second(s), 31 queries .

Powered by Discuz!-创意设计 X2.5

© 2008-2019 Narkii Inc.

回顶部