casa narrabeen
TRANSCRIPT
-
7/30/2019 Casa Narrabeen
1/18
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/ -
7/30/2019 Casa Narrabeen
2/18
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/ -
7/30/2019 Casa Narrabeen
3/18
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 -
7/30/2019 Casa Narrabeen
4/18
http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/blueprint_05.jpghttp://cdn.ronenbekerman.com/wp-content/uploads/2012/04/blueprint_02.jpg -
7/30/2019 Casa Narrabeen
5/18
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 -
7/30/2019 Casa Narrabeen
6/18
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 -
7/30/2019 Casa Narrabeen
7/18
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/ -
7/30/2019 Casa Narrabeen
8/18
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 -
7/30/2019 Casa Narrabeen
9/18
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/ -
7/30/2019 Casa Narrabeen
10/18
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 -
7/30/2019 Casa Narrabeen
11/18
This is how I setup my VRay Camera for this scene
http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/lighting_02_listlight.png -
7/30/2019 Casa Narrabeen
12/18
http://cdn.ronenbekerman.com/wp-content/uploads/2012/04/lighting_06_vrayCamera.jpg -
7/30/2019 Casa Narrabeen
13/18
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/ -
7/30/2019 Casa Narrabeen
14/18
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 -
7/30/2019 Casa Narrabeen
15/18
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 -
7/30/2019 Casa Narrabeen
16/18
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 -
7/30/2019 Casa Narrabeen
17/18
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 -
7/30/2019 Casa Narrabeen
18/18
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