The
focus in this project was
the composition between
real and virtual elements.
For the virtual elements
I used discreet 3ds max
6 and post producted with
Adobe Photoshop CS.
Actually,
this is a very simple composition
and the hardest task was
creating the virtual balloon.
From
the creation of the balloon,
the hardest task was the
sailcloth shader. Unfortunately
a bug in 3ds max 6 was ignoring
the shader supersampling
when a Blend Material was
used. After I found a workaround,
everything worked as expected.
Below
you will find the two primary
elements: on the left a
real photo avaliable at
maps/backgrounds directory
in 3ds max and the virtual
balloon on the right.
In
relation to the model of the
balloon, everything was started
constructing a sequence of
Shapes simulating the main
format of the balloon.
After
that, I transformed this
object into NURBS and created
the surface of the balloon
as shown below.
Then
I modeled the small sailcloth
close at the bottom of the
balloon with NURBS to and
initiated the construction
of the basket with its rubber
edge. This edge was modeled
from a Shape Box.
3DTotal
Advertisement - We need your support!
Continuing
the modeling of the basket,
I added definition and details,
like the iron structure
formed in its majority from
primitives and Splines.
I
finished the details of the
basket creating the inferior
red rubber, the rope around
the basket and the ropes holding
it.
The
last modeling process was
the ropes that are between
buds of the sailcloth. Using
the tools in NURBS of 3ds
max I accurately extracted
the lines that skirted the
balloon, horizontal and vertical
lines, and created a solid
structure from this.
The
last modeling process was
the ropes that are between
buds of the sailcloth. Using
the tools in NURBS of 3ds
max I accurately extracted
the lines that skirted the
balloon, horizontal and vertical
lines, and created a solid
structure from this.
During
the construction of the model
I had already started to create
the materials. They aren't
complex. The most complex
material is the sailcloth
and it was composed mainly
by two maps: a Gradiant Ramp
applied to the Difuse channel,
which I defined the blue coloration
with the white central stripe
and one another Gradient Ramp
applied to the Bump channel
with thousands of repetitions
to simulate the specific aspect
of the canvas. This material
was mixed with another material
that have discreet logo.
In
this situation the Super
Sampling was essential to
keep the pixels quality
and definition.
For
the final scene illumination,
I used an Omni on the left
projecting a blue color, a
SpotLight on the right projecting
a light yellow color and a
Skylight with Light Tracer
simulating a global ilumination.
I
pasted the balloon to the
landscape photo and started
correcting its coloration
for a better fusing with the
environment. Then I created
its shadows from a copy of
itself, totally black with
a lower opacity. After that,
I used the Diffuse Glow filter
to simulate Specular Bloom
effect also produced by Glare
shader of mental ray. This
filter blows up the clearest
areas of the image affecting
their illuination.
Next,
I applied a Noise filter
to break some of the balloon
CG aspect and tunned the
general color, contrast
brightness of the image.
I
finished the project with
a little joke. I included
a black edge, the MTV logo
to the right, the legend and
a television channel simulating
a removed frame from a videoclip
in television.