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3D Graphics: Model House 3DS Max

The brief we were given was to create a 3D scene, incorporating; basic and advanced modeling using2D and 3D geometry, use of box modeling techniques, texturing, appropriate use of lights and camera and elements of key framed animation. For the scene I decided to create a house, using this as an extension of other modeling Ive been doing. My research for the design was brief due to the time constraints of the project, approximately 3 - 4 days. For the model I based the design on Chinese style temples, taking source material from the Internet, to quickly produce rough sketches.

Image taken from: http://4photos.net/en/image:44-215237Chinese_temple_images

Image taken from: http://commons.wikimedia.org/wiki/File:Rookwood_Chinese_Te mple.JPG

Image taken from: http://www.vagabondjourney.com/china-photos.html

Image taken from: http://www.geolocation.ws/v/P/3085348/chinese-style-temple-inlumbini/en

These buildings became the inspiration for my design. The rough sketches for the model:

With these initial sketches I began creating the model. To begin with I created a simple box and converted it into an editable poly. From here I selected several edges and connected them to create a set of edges on the top in the shape of a T, this would become the beginnings of the roof which I selected the T edges and raised them up.

From this I began constructing the basic shape of the house.

Here Ive created the basic shape of the ground floor by extruding out the different polygons. I created the pillars by drawing a line and using the loft tool applied 2D shapes to create the 3D pillars.

Here I extruded out the top floor by connecting some of the edges in the roof of the ground floor.

After creating the top floor I began working on the aesthetics of the building. These were done using simple 3D shapes, and adjusting the scale.

Further work on the aesthetics, I duplicated the pillars around the house.

From here I began work on creating the interior rooms.

To do this I simply created two boxes to the sizes I needed and adjusted the geometry to fit inside the building. I then went on to match the geometry of the outside to create the windows.

In this image Ive matched the inside to outside and deleted the exterior polygons for the windows.

Here I began applying textures. For most of the building I used two sets of materials, a bump map for texture and a diffuse map for the look and colour. I adjusted the applied maps using UVW Mapping and the gizmo tool to resize and re-orientate the maps.

After applying the materials to the house, I created the scene and added the cameras. The scene was a simple Plane with both a grass Bump and Diffuse maps, and a sphere with a cloud diffuse map applied. When adding the cameras I began with creating a line surrounding the building, and constraining a target camera to the line to circle the building in a pan motion. I used three point lighting, two target lights illuminating the front, with an Omnilight above and behind the building, because I was creating a 360 degree view of the building I added a third target light directing behind the building to illuminate under the veranda that was cast in shadow.

After the initial scene I reset the lighting and added new cameras. The idea was to create a sunrise and sun set scene. I did this by Key-framing an Omni light with movement and colour changes, and set several cameras around and inside the building. I also added two Omni lights to the interior, which were also key framed to turn on and off. The cameras on the inside were also key- framed to move.

Overall Im reasonably pleased with the animation, I manage to at least suggest the effect I was trying to create. The model house itself has several issue, there are no stairs connecting the two floor, or interior supports holding the top floor. The veranda around the house are straight, they probably should be slanted. The loft pillars are very simple, but also have awkward geometry. The wood edging mostly just fits on the end, instead of running underneath the edge of the roof. The bump mapping doesnt always match up well with the diffuse mapping. For the most part I tried to match the two but in several cases the bump doesnt match against the diffuse map.

However I am very pleased with how the shadows cast against the bump maps. The lighting and the camera work could also have been improved. For the final animations: Full animation:
http://youtu.be/fPHMIeB8SBc

360 View animations:


http://youtu.be/hTSt6-SW8tc

Camera views 1-5:


http://youtu.be/mDJYS2SJJ54 http://youtu.be/73l6IbgH1w4 http://youtu.be/OJAWinrnqPo http://youtu.be/BJ_wZhiB-UU http://youtu.be/TtAlRpV_0O0

Textures and Maps from: http://www.cgtextures.com/

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