Saturday, 20 July 2013

Animation Product


The following is the product of the animation project of the
Rolex Learning Center by SANAA.

Friday, 21 June 2013

Interior Rendering + Post Processing

For this assignment, I selected to model and render
the study table with a small garden and the amphitheater.

Firstly, from the model of the exterior rendering,
I searched for models, materials and settings for
v-ray and edited them to suit my personal
preferences.

After that, the models are arranged according to
the specific view chosen.

In the amphitheater, I arranged the chairs and spot lights
following the curve of the stage as well as the
contour of the building for the chairs.

Rectangular light and spot light are placed to create
artificial lighting in the spaces. This is to create a more
realistic image in the final render.
The final rendered image is then imported into Photoshop
where human silhouettes are added to give the space
a sense of scale and depth. 


The following are the rendered images produced for this project which is Interior Rendering.

Thursday, 6 June 2013

Exterior Rendering + Post Processing

This part of the project focuses on the exterior
rendering and methods of post-processing the image
to create a photo-realistic image.

Building site context using Rhinoceros.
After building in Rhino, the model is imported into
3ds Max Design. 
Using 3ds Max Design, materials and bitmaps are
assigned to specific parts of the model to create
a realistic model. Using the camera tool,
a specific view is generated and rendered.
In Photoshop, I create a more realistic environment
by adding human silhouettes and cars as well as
the grass.



The above are the results of the post-processing
method to create the photo-realistic image.

Thursday, 9 May 2013

Rolex Learning Center

For the first project, we are required to recreate an existing building 
by using 3ds Max Design and Rhino. I choose the Rolex Learning Center
because it is a challenging building to model, thereby test my ability to create
and explore the possibilities of modeling buildings with 3ds Max and Rhino
together.

The roof and floor is modelled in 3ds Max Design by creating a rectangle
and creating openings in the middle by creating and attaching modified
circles to the main rectangle. The floor is then extruded to a specific thickness.
To create a curved surface, the object is applied the Subdivide modifier to
make it easier to create the smooth curved surface. After that, the FFD box modifier
is applied and adjusted. The control points of the FFD modifier is dragged
according to the shape of the building to create a curved surface.

The windows, window frames, columns and amphitheater are created in
Rhino because it is an easier program to work with.

Firstly, the windows are created with rectangles which are aligned
in between the roof and floor. After aligning all four sides, using the
Trim command, the shape of the window is formed. All windows are
joined and using the Offset Surface command, it creates a thick
glass from the rectangle planes.

To create the columns, the first column is created and using the
Array command, copies of the original are created in a uniform
manner. It is then aligned with the building and trimmed using
the Trim command to follow the shape of the building.

After everything is done in Rhino, it is then imported into
3ds Max Design so the materials can be assigned to each
object.

A plane is added to create the ground level and a daylight
system is created to give a realistic image when rendering.






The following are the results of rendering using 3ds Max.

Lesson 4

Lesson 4 teaches us the methods of creating interior spaces with basic objects.

Create a box and use Edit Poly Modifier to delete specific surfaces
and creating an opening with a command similar with the
Offset command in AutoCAD.

Create an object as a focal point and create a daylight system to
illuminate the interior space.

Create cameras and adjusting the focal length to maximize the
view of the interior space.


Test Render the scene and readjusting the camera positions
until it creates a suitable image.


Assign materials to the objects and test Render.




Create interior lighting by using the a photometric lighting system
and importing IES file using the photometric web. The light is edited
and moved to create a decent realistic lighting condition.
 
Adjust the temperature of the light to achieve a warm lighting.

Recreate the same lighting system with similar temperature and changing
changing the materials of the interior wall so the lighting systems are visible.

The final rendering of the interior space with warm lighting
and a beautiful sunset.


Lesson 3

This lesson taught us of assigning materials using the arch+design templates
and using bitmaps to create textures.

Create an object and opening the material editor window. 
Assign the material to object by dragging the material
example ball to the object.
 
Create a realistic texture by importing an image as the bitmap
and assigning it to a box.

Edit the alignment of the material using the UMW Map Modifier
according the the shape of the object.



After the exercise, we downloaded a template and assigned different
materials for each object.

After editing the materials, we render the final image.

Lesson 2

This tutorial teaches us the techniques of creating a vase with the spline tool.


Wednesday, 10 April 2013

Water Texture

Knowingly excited about learning 3ds Max, I decided to explore and
search for tutorials on how to create a simple water texture.
Opening the material editor and selecting
and editing options to create the texture.

Rendered the model to test the options of the texture.

Did some personal editing towards the options
to make the water texture more visible.
Final test rendering.
Final rendering image of the water texture.
 Ignore the abstract background. It's just so that the model
does not look so empty.