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    Making of Narrabeen House

    April 22, 2012 | Making-Of,Native, Tutorials

    Guillaume Favre takes us into the process of making his January 28 Best of Week

    forum entry The Narrabeen House 3d recreation, originally designed and realized by

    Choi Ropiha Fighera architecture studio. Located in Sydney, Australia, I fell in love

    with this work for the same reasons Guillaume picked it as his personal project

    subject great contemporary design with generous use of wood. I love the wood

    treatment in the 3d version and the end result as a whole, which has a stylistic feel to itvs. the real project photos.

    Author: Guillaume Favre

    Guillaume Favre is 31 years old French 3d artist. After a degree in Product Design, hechanged orientation towards 3D graphics learning it all by himself. After more

    http://www.ronenbekerman.com/making-of-narrabeen-house/http://www.ronenbekerman.com/category/tutorials/making-of/http://www.ronenbekerman.com/category/native/http://www.ronenbekerman.com/category/tutorials/http://chrofi.com/#689856/Narrabeen-Househttp://guillaumefavre.com/http://www.ronenbekerman.com/forums/finished-work/1616-narrabeen-house.htmlhttp://guillaumefavre.com/http://www.ronenbekerman.com/category/tutorials/making-of/http://www.ronenbekerman.com/category/native/http://www.ronenbekerman.com/category/tutorials/http://chrofi.com/#689856/Narrabeen-Househttp://guillaumefavre.com/http://www.ronenbekerman.com/making-of-narrabeen-house/
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    than seven years of experience in an agency, he launched his freelance

    business. Guillaume works on all types of image, not just architectural visualizations.

    Visit also : The Narrabeen House Forum Thread

    Introduction

    It all started when I first discovered theNarrabeen House, designed by the architectural

    studio Choi Ropiha Fighera. A superb contemporary villa built in the area of Sydney,

    Australia. with Large volumes, a remarkable swimming pool and massive use of wood

    both in and out. Also contrasting the warm wood with cold concrete and plaster interior.

    All this compelled me to want to make some visuals of this house as seen in the

    reference photos below!

    http://www.ronenbekerman.com/forums/finished-work/1616-narrabeen-house.htmlhttp://www.ronenbekerman.com/forums/finished-work/1616-narrabeen-house.htmlhttp://www.ronenbekerman.com/forums/finished-work/1616-narrabeen-house.htmlhttp://chrofi.com/Narrabeen-Househttp://chrofi.com/http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/reference_01.jpghttp://www.ronenbekerman.com/forums/finished-work/1616-narrabeen-house.htmlhttp://chrofi.com/Narrabeen-Househttp://chrofi.com/
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    I had to elaborate on the plans and elevations I had to work with, since they werent too

    detailed. The reference photos played a big part in the modeling stage, helping me get

    the model a near as possible to the real thing.

    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/blueprint_01.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/reference-00.jpg
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    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/blueprint_05.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/blueprint_02.jpg
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    Modeling

    I used very simple and basic poly edit method for creating the house model, while the

    walls were initially derived from splines. You can see how the basic model looked

    below

    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/modeling_01_base.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/blueprint_06.jpg
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    On top of that base, I added all other details.

    The Floor Generator script by CG-Source was used for all the siding and flooring with

    settings as follows

    http://www.cg-source.com/floorgenerator.phphttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/modeling_02_base.jpghttp://www.cg-source.com/floorgenerator.php
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    After the general modeling of the house was done, it added furniture. I drew on my

    previous personal models (the Tolix or Eames for example). For important parts

    missing, I used 3d models from DesignConnected and model+model.

    Here are some worked on areas

    http://www.ronenbekerman.com/go/designconnected/http://www.ronenbekerman.com/go/modelplusmodel/http://www.ronenbekerman.com/go/modelplusmodel/http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/modeling_03_wood1.jpghttp://www.ronenbekerman.com/go/designconnected/http://www.ronenbekerman.com/go/modelplusmodel/
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    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/modeling_06_detail.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/modeling_05_detail.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/modeling_04_detail.jpg
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    The next step was the placement of vegetation. This was done in 4 steps:

    1. Vegetation target is the placement of some readable elements, giving

    specificity to the whloe. Here I speak about large and small palms, bamboo and

    trees in foreground in general.

    2. Then I just put many generic trees in the bachground. For little scenes I usedObject Paint Max tool.

    3. Next, the grass. Very simple. Two modeled tuft of grass, converted in

    vrayProxy, distributed with multiScatter. Simple, fast and efficient.

    4. Finally, depending on the camera, I just clone trees to generate shadows cast in

    the image.

    Lighting & Camera

    The setup works on a basis of a VRayDomeLight + HDRI linked with a vraySun. Here Iused Peter Guthries hdri-1614-sun-clouds.

    And this is how the exterior view looked prior to the texturing work done on it

    Next, I work on interior lights. Depending on the situation:

    VRayLight plane for root spot.

    VRayIES for classic spot.

    http://www.ronenbekerman.com/go/peter-guthrie-hdri-1614/http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/lighting_05_Clay.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/lighting_01_hdr-view1.jpghttp://www.ronenbekerman.com/go/peter-guthrie-hdri-1614/
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    VRayLight sphere for bulb.

    I added a standard omni light in the large suspended light above the diner table for

    better shadows projection control, given the fact the light had to pass the light fixture

    holes and cast all over that area walls, floor and ceiling.

    Heres also the top layout and light list so you have better understanding of how much

    lights I added in.

    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/lighting_03_place.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/lighting_04_rawlighting.jpg
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    This is how I setup my VRay Camera for this scene

    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/lighting_02_listlight.png
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    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/lighting_06_vrayCamera.jpg
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    I always turn vignetting off since I do it in composting. If some settings are animated in

    my screen-shots its due to me working on one animated camera for all shots. Not

    necessarily the best way not very flexible.

    For the camera placement, I adjust it throughout the process. Drafts are placed at the

    early stage and adjusted all along the construction.

    Here is a quick animation, made with Nitro. To get a better overview of the entire

    modeling + basic lighting. Not very qualitative, but it allows a clear view of all things

    Textures & Materials

    For me, the work on the materials is one of the most interesting parts of the work. At

    first, I search for texture Mainly on CG Textures.

    Here are the most important material details

    Brown wood siding. Based on a set of MultiTexture by CG-Source.

    http://cgtextures.com/http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/texture-00.jpghttp://cgtextures.com/
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    Black wood siding. Based on a set of MultiTexture by CG-Source.

    Polished Concrete. Based on CG Textures image.

    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/shader_02_dark-wood.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/shader_01_Brown-wood.jpg
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    Wood Veneer (Kitchen, furniture, ). Based on CG Textures image.

    Rendering

    I used the classic Irradience map + light cache, and a hybrid gamma 2.2 method similar

    to the one Peter Guthrie uses. I do not change the main gamma setting of 3dsmax, just

    work on the VRay Color Mapping setting.

    Here are the settings detail

    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/shader_04_wood-veneer.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/shader_03_polished-concrete.jpg
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    To be able to work comfortably in compositing, I took out a series of render elements.

    The dirt pass is pulled with a VRayExtraTex + VRayDirtMap.

    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/rendering_setup_002.jpg
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    Finally, also in anticipation of compositing, I draw a series of alpha passes. I used theQuickPass script for that.

    http://www.scriptspot.com/3ds-max/scripts/quick-passeshttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/setup_04_Render-Elements.jpghttp://www.scriptspot.com/3ds-max/scripts/quick-passes
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    Launch rendering with backburner in 4K, on 3 station, in TIFF 16bits.A good nights sleep later, all render are done.

    http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/setup_05_QuickPasse_script.jpg