'Project Overview Tutorial'

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"Making the scene - from modelling to the final rendering - PART I" by Adam Guzowski


Part 1 Modelling/Camera/Lighting
Part 2 Texturing/Rendering

W A L L S : P L A S T E R S & B R I C K S

For the wal I started with three more standard-boxes. Two of them will simulate plaster, the third one remains unchanged and will later on become my brickwall.
I used Tesselate to increase the amount of points.

Again I had to model scratches - for that I used the same technique I explained earlier.



Some will ask "Why do I have to model them, when a bumpmap will do the same for me?"
Well, yes a bumpmap might do for you.
But what about the lighting?
Modelled scratches will cast shadows and plaste breaks in many ways - no, bump will not do here.



W I N D O W S H U T T E R

Like before, I created some boxes, converted them to 'Editable Polies'. Using move edges and points, tessellate and 'MeshSmooth', I created a good looking wooden 'shutter'.
It is really important to model all the detail.
You will see this, when we place some lights in our scene.


W I N D O W & W I N D O W - P A N E

For the window I used even more primitives (boxes), to create all necessery abjects.
The broken 'window pane' was created using extruded 'shapes'.


S P I D E R W E B

Modelling the spiderweb was more tricky:
First I drew a shape, then convert the (closed) shape to 'Editable Patch',
move some points ... and there it was

O T H E R   O B J E C T S

Metal can
simple 'spline' + 'Loft' modifier + converted into 'Editable Poly'
Seeds
small boxes converted into 'Editable Poly' + moved some points
Birds
I model them from standard boxes and converted them to 'Editable Poly' :)
Leaves
'quad patch' objects
Hook on the wall
the same way I model the 'metal plate'
Tree branch
standard box, converted to 'Editable Poly' + standard tools ;)
Room (inside house)
standard BOX, converten into 'Editable Poly',
Remember to invert 'normals'!


C A M E R A
I create a standard 'Target Camera', tried to place it like it was on my sketch.
In "Render Scene" dialog-box I also modify 'Image Aspect' and 'Resolution'.

L I G H T S & R E N D E R I N G
I created 3 omni-lights. 2 of them are 'ray traced shadow lights'.
(these 2 lights also casts 'soft shadows', which is easy to make.
Just modify the 'Bias' , 'Depth' and placement of the light in your scene.
The other one casts 'Shadow Map' shadows.

1st Ray Traced Shadow Light (KEY LIGHT):
Color: (soft orange) - Multipier: 1.5

2nd Soft Shadow Light (Shadow Caster):
Color: (soft yellow) - Multipier: 0.7
Projection: from created MAP

3rd Ray Traced Shadow Light (FILL LIGHT):
Color: (soft blue) - Multipier: 0.65

Some important thing about chose of your light's colours in YOUR scenes:
For real-looking lights try to pick opposite colors from the wheel of colour.

Make sure to read part II of this tutorial, to find out all about texturing the scene!



Part 1 Modelling/Camera/Lighting
Part 2 Texturing/Rendering

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