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3D Environment modeling
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3D Environment modeling

by EvanT on 31 Dec 2022

This is my school assignment ~

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Update - 31 Dec 2022

Day and night scene for the composition

Week 1 - week 7: I did the usual blocking and started with low poly blockouts to confirm my shapes. During this process I expanded my views on modeling methods such as curve tool, multicut, duplicating patterns and many more, in summary I was focusing on learning as many tools as I possibly can to expand my toolset.

Week  7-8: After confirming my scene I proceeded to move on towards high poly modeling, which took about 1 week because I was unfamiliar with the workflow, but eventually I was able to get the hang of it. Beveled the edges and increased the volume of my object to make it look "plump", and  used "edit edge flow" for rounder objects to "high poly" for cylindrical objects, not only that but I also applied ncloth towards the pillows and cushions !

Here is the wireframe of my high poly:

Week 8- 9:  After high poly modeling, I cleaned up my meshes and proceeded towards UV'ing my objects, time was ticking by and I knew I had to do it quick because I was already late on progress :(.  But on the bright side I quite enjoyed organizing the uv shells myself by hand to ensure maximum UV space is used.  

**I maintained my texel density correctly, but some meshes were to big so I had to used a tilable UV system to maintain the same texel density for all my objects

Week 9 - 11: Texturing, I had as much fun as doing the UVs and Modeling on this stage, thinking about it in a methodical way, building the weathering from scratch as how it was aged, dusts accumulation, desaturation of color on sunlight exposed area, perhaps a corrosion of wood because the ground is moist, using logical sense to build it up step by step makes the texture believable, and capturing base color changes whilst making sure the roughness is true to the reference.

Week 12 - 13: Lighting and rendering test. It's quite straightforward, analyze the main light source and slowly add on bounce/reflected light. What was time consuming would be making sure all lights are working with each other.

I wanted to get a "God rays" effect so I enabled "aiatmospherevolume" in the arnold renderer settings and have the depth at 0.01. Because I'm using a skydome the godrays would be coming from an external light source.

Week 13: Compositing, I used only AO, Albedo and ID map to composite in after effects. Ao to enhance on the ambient occlusion with a multiply layer and opacity tweak, roughly maintained around 38%-49% whilst albedo as an overlay layer usually at around 23% for my scenes, and ID map to assist me in masking objects.


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