The Creative Process Sharing of Work \Childhood’s Bedroom\

This work inspired by China's 60s and 80s, I decided to create a bedroom in my childhood. The collection of materials and model creation is the focus of the previous period. For this purpose, I have searched for a large number of photos, collected and produced models. The focus of the material is dirty, dusty, and irregular. The focus of the light is to open up the spatial level with volume light, which makes the picture more chronological.

The software used: 3ds Max, V-Ray

1. Materials collection

These things are all from the 60s to the 80s of the last century. 2. Create a model

There are a lot of small objects in the scene, it is difficult to model one by one, some directly call the model library, and some are done with poly. But pay attention to some problems in Items, such as proportion, shape, color, brand, placement, and mutual matching, in order to better create a sense of time.

Attention to detail:

Some tiny details are the key to determining the realism, and the model can be created using the model. Wall wires are created directly with spirals, paying attention to the slack of the wires and the aluminum wire card and the fixed nails. Switch sockets also have to match the style of the year.

Stripped red painted windows and old-fashioned latches should be standard in those years.

Vintage photo frames, new year pictures, paper-cuts, calendars, and black-and-white photos temporarily inserted on the closet door add to the atmosphere.

3. The material

Green paint wall surface, the surface is a weak Diffuse green paint, the inner layer is yellow sand, and a black and white mask shows the texture of the wall surface stained with water. The choice of black and white maps is the key, and the traces of water stains must conform to the real situation.

Wood grain of wardrobes, tables and chairs. Wood grain is the key material to be expressed in the scene, wardrobe, table and chair, bed frame, door and window are all the same kind of nodes, only the depth and color change. They use a deep and light wood grain to represent the surface layer and the inner layer, and then use VrayDrit for true mixing. For each wood grain to be more natural, each is mixed with Mix. The powerful VrayDrit works with model lights and camera angles to simulate extremely realistic and natural effects, which is hard to achieve by drawing textures!

Cement floor: The principle is the same as wood grain, a layer of rough ground, a layer of high-gloss ground mixed with VrayBlend, showing the wear of the ground. The undulation of the concrete floor is directly added to the trace Displace. In order to express the water stains on the face of the wash basin, a layer of VrayBlend is nested.

Others like the wooden boxes, wooden doors, wooden windows, chairs are all done with Mix, VrayBlend, VrayDrit, the same principle can be applied to other objects.

4. Lighting

The scene lighting mainly shows the lighting effect at dusk, using the principle of real lighting, adding surface light to fill the light, avoiding black dead ends and reducing noise. Here I used parallel light as the sun.

Photometry:


Light parameters: The three faces are the main light, and the brightness is reduced in turn to make the light softer.

Sunlight volume light parameters: the addition of volume light is the finishing touch, open the space level, and more vicissitudes.

5. Rendering

Anti-aliasing filters are used by Mitchell-Netravali, and GI uses the mainstream Brute force + Light Cache. In order to produce a higher quality parameter, Subdivs mult opens to 3, which also opens the detail enhancement and outputs the TIFF format, which is very time-consuming.

6. Post-production

The post-production of this work is very simple, adjust the picture contrast, color curve, edge sharpening, but too much adjustment will reduce the quality.

In brief, during the production, technique is not a problem. Good works must in a good theme or style, and creativity is more important than technique. As a work of art, it is not only technology, but also aesthetic improvement, style control, material use, and efficient processes. I hope to create more good works in mutual learning!

Author: Liu Lei

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Creation Analysis: Using 3D to Make 2D Style Scene(1)
Creation Analysis: Using 3D to Make 2D Style Scene(1)
The best cloud rendering services provider and 3ds Max render farm, Fox Renderfarm will share with you a tutorial of using 3D to make 2D style scene.In this case, we show the use of 3ds Max to create 2D animated movie-style scenes and will focus on explaining the Makoto Shinkai-style picture performance. From his animation works, we can feel a strong personal style, exquisite light, and shadow applications, strong light and dark contrast and gorgeous colors are the biggest features of his works, these features make his works look more real. Reference material from Makoto Shinkai’s animated film "Koto no ha no niwa".Some pictures material comes from the 2D animated film "Koto no ha no niwa", and some screenshots are found for reference.The whole idea:Composition layout and lighting testMaterial adjustment and rendering settingsUse of channelsColor comparison and synthesisComposition layout and lighting testIt is very important to make scene lights in this style, often in small details, such as the bright and dark junction of very bright objects, reflections in small details, the color gradient of objects under the influence of light, and the objects interspersing and blocking, the resulting changes in light are all things we need to pay attention to. Every time I watch an animation, I am always moved by these nuances. The models used in this tutorial are very simple. When doing interior scenes, it is often to build a simple BOX first and modify the approximate shape to test the lights to see if they meet the expectations. But when making, it is better to have an imaginary picture first, so that you can judge whether you have achieved the desired effect when you are done, but you must know what kind of effect you want before you do it.This is a scene from the animated movie "Koto no ha no niwa", which is real in Shinjuku Gyoen Park, Japan. What I want to do now is to make the 2D animation feel with 3D. First, use a simple model to determine the main pavilion. And the location of the surrounding trees, place the camera, as the picture shows:Then we can see through the original animation that the light is shining from the bottom left corner.Here, a standard target parallel light is used as the main light source. The angle of light and the attenuation range of the illuminated area are adjusted. The shadow length and direction of the trees are observed and adjusted to a suitable position. Adjust the UVW in the shadow parameters to blur the tree projection to make it unreal. 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The top will be completely reflected in the surrounding trees, plus the projection of the tree occlusion to get a similar effect.The water surface did not make it reflect the sky and clouds like the original painting, but chose a green that matches the scene, as shown in the following figure:The material of water is as follows:Next, we can adjust the rendering parameters. Anti-aliasing uses Catmull-Rom with a certain sharpening effect, which can make the details of the trees richer. Turn on the reflection environment. A VRayHDRI map is added to the reflection environment. The exposure selection is the last one. The term Reinhard mixed exposure is similar to the combination of exponential exposure and linear exposure. Set the blend value to 0.7.VRayHDRI is displayed as a sphere with an intensity of 4.Using the VRayHDRI map can increase the reflection details of some scenes. Turn on the GI and use the Irradiance Map for the first bounce. 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2022-07-27
Creation Analysis: Using 3D to Make 2D Style Scene(2)
Creation Analysis: Using 3D to Make 2D Style Scene(2)
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Rainy Scene Performance of Building Exterior
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