Behind the Scenes: Old House Impressions

Behind the Scenes Old House Impressions

Hello there! My name is Huangsong Zhang, I really like things with Chinese style. This creation refers to many pictures and restores an old house that has gone through vicissitudes. The software used is Maya, PS, Nuke.

Modeling

I have always used 3ds Max software. Later, because I needed to switch to Maya for my work, I also tried to make creative works while learning, so the models in this work were completed with Maya software. It is not difficult to create a model, no special modeling skills are used, as long as the overall wiring is reasonable.

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The created model is placed, but the screen feels a bit empty.

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So a lot of small things were added beside it, such as screwdrivers, cigarettes, sticks, stones, etc. to enrich the picture.

UV

UV is made with the UVLayout plugin. UVLayout is really easy to use in making UVs. Here, as long as UV production is focused on the classification of materials, similar materials are classified under the same UV, and 4 sets of UVs are divided.

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Texture

The drawing of the texture is all done in PS. First, the basic texture is roughly drawn according to the output UV. Then slowly add details on the basis, and add some feeling of wear and age, and add some effects of falling gray.

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An AO layer was superimposed on the material.

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The last is the processing of highlights and bump mapping.

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Material adjustment

The hot water bottle placed in the scene is a kind of plastic with a light transmission effect, and the material is VRayFastSSS2.

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The wood texture material has been processed by PS before each texture, so it is relatively simple. The intrinsic color map links the diffuse color channel and the highlight map link reflection color channel. Using the layered texture material node of the Maya and the highlight map, the gloss map is simply created and link to reflection glossiness channel, bump map to Bump mapping channel. Other materials are also adjusted similar to the above, and so on.

Lighting

In this scene, I want to create an atmosphere of dusk. Therefore, a spotlight is used as the main light source, and then a surface light source is used to supplement the light to avoid dead corners and darkness.

Or use the Color channel of the spotlight and the black and white map of the tree branch to simulate the effect of sunlight coming in from the window through the shade of the tree. Then enter the color gain under the color balance of the texture channel and adjust it to warm yellow to look closer to dusk. Light effects. Finally, I added some small fill lights, in order to add some texture, make the details richer, and the dark parts more brilliant.

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Final render and synthesis

For the convenience of adjusting the post-production, layered rendering is used. There are a total of 15 layers including diffuse reflection layer, GI layer, lighting layer, highlight layer, reflection layer, normal layer, AO layer, etc..

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This project uses PS composition. And for compositing, layered rendering was performed in the early stage. Now you can grade all individual layers, which can enhance GI, enhance reflection and highlight effects. PS layer overlay method I basically use color filter, in Nuke is the plus overlay method under the merge node.

The left image is directly rendered, and the right image is the effect of layer synthesis, is it a big difference?

Behind the Scenes Old House Impressions-18

Thank you for reading.

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Maya Tutorial: How to Make An Axe(2)
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When I feel that there is no problem with the overall shape, I can start the middle mold of the detailed blade part. Continue to refine the three structural parts that were just split. We have refined the structure of the three parts. At this point, the basic shape of the entire model has basically reached the structure in the concept map. If these details are attached to the basic structure, if it is not easy to make in Maya, you can use the advantages of ZBrush's rapid sculpting for quick sculpting. This stage is just a transitional model, there is no need to sense volume or sculpt, like some smaller details, I just quickly generated the basic shape attached to the details on the whole. These are very time-consuming if they are directly modelled in Maya or 3ds Max, so what we need is to use the advantages of each software to quickly achieve the final effect. The software used is not important, the effect is the final. The specific operation is also very simple: - Masking - If the generated thickness is too thick, adjust the thickness and generate again - Separation model - Then adjust the shape according to the original painting. We need to take the topologies of the models planned in ZBrush into low-polygon models and import them into Maya for further mid-model refinement. Finally, some detailed models such as nails and ropes are put on, and then the models are merged, and the preparatory work is done for the model carving. At the edge, I deliberately added some notches and bumps to make this axe look like it is often used. Summary When making this model, there are more cumbersome parts. Don't be afraid. Just break the 2D concept map into many small parts, and then distinguish the priority and make it step by step according to the previous plan. Then sculpt some worn details to the model in ZBrush. Then you can go to ZBrush to carve some broken details. In this process, you need to pay attention to the overall structure and don't make too much detail. Do it first, then do it again, otherwise, the model will look too trivial. There are no details everywhere because they will distract the viewer. We only need to have relatively large damage in the distant view, middle-level details in the mid-range, and close-range views to see the texture of the details, and all the things can be combined to form a very beautiful model. When making a model, you will need to make the main character first, and then other accessories. The overall model's picture needs to be coordinated, instead of focusing all the energy on a broken sculpture. We need to use damage and details to set off the subject, not to make those details too attractive.
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