» » » CGCookie - Blender - Creating a Wall of Mailboxes
uploaded.to



Information of news
  • Author: Maxo
  • Date: 4-03-2015, 18:09
4-03-2015, 18:09

CGCookie - Blender - Creating a Wall of Mailboxes

Category: Tutorials / 3D

CGCookie - Blender - Creating a Wall of Mailboxes

CGCookie - Blender - Creating a Wall of Mailboxes
Software: Blender 2.70 | Project Files: Included | 1.07 GB

Complexity Through Smart Repetition
If you’ve never seen the architectural visualization, “The Third and the Seventh” by Alex Roman, you need to do that right now: _https://vimeo.com/7809605. After the awe subsides, go back and watch at the 30 second mark. You should see a large wall of small drawers. I remember this shot sticking out to me when I first saw the film, in particular how fun the depth of field shift is across such a complex scene. It never fails to impress me. In fact what I think is so brilliant about this shot, and several others in the film, are how deceivingly simple they are to build.

Duplication
A huge benefit of computer graphics is the ability to quickly and efficiently duplicate or instance (link duplicate) geometry. This means we can spend more time building and detailing a single object then duplicate it many times to compound our scene’s level of complexity. But with such an ability it can be very easy for our duplication to feel too perfect; to feel “CG” and fake. To achieve realism we must implement controlled randomization to break up our CG-ish repetition. Mr. Roman employs such intelligent repetition along with his top-notch rendering skills to mesmerize us with gorgeous complexity. In this course, I want to walk you through a fairly simple example of this idea. From start to finish I’ll show you how to create a realistic snapshot of vintage mailboxes!

What You Will Learn:
  • Modeling: An old-timey mailbox is a pretty simple object to build. Step by step you will see how poly-model each piece, using mirror modifiers wherever possible to save time.
  • Shading: Old grimy metal is one my favorite materials construct. We’ll use a single image texture to achieve our grime through a combination of glossiness, diffusion, and bump mapping.
  • Render Prep: After materials are done, we will implement “intelligent repetition” by duplicating a basic asset hierarchy that makes it easy for us to randomize our pieces.
  • Post Production: A little bit of compositing can go a long way in helping to reinforce and compliment our lighting and photographic appeal.

You must register before you can view this text. Please register and Login


I'm recommend Buy a Premium Account Rapidgator.net , Uploaded.net or Nitroflare.com = High speed+parallel downloads!





uploaded


Rapidgator.net

Site BBcode/HTML Code:
Dear visitor, you went to the site as unregistered user.
We recommend you Sign up or Login to website under your name.
Information
Would you like to leave your comment? Please Login to your account to leave comments. Don't have an account? You can create a free account now.

Tag Cloud

archive of news

^
 
free html hit counter