An example of what goes into making a 3D scene for those with no understanding of it; Or to pique the interests of those who already know the process behind creating a 3D scene and want to see how I make mine.
!.Read on for detailed synopsis of each chapter.!
3DS Max to model and uv map,
V-Ray to render,
Photoshop to texture and digital grade,
Sony Vegas to composite.
1. Rough out the shape of the building, then add subtractions for windows, and extrusions for windowsils. Extrude parts of where the roof overhangs the walls too, but don't get carried away.
In its most basic form without any effects and complex materials, Less polygons means less rendertime.
(materials and effects WILL increase time, but generally an object with one face is deemed less complex than one with 300). Remember also that the roof tiles will be added as a texture later, so dont waste time slicing it up and extruding hundreds of faces unless you know you will have a VERY closeup shot.
2. Light your scene. Only a basic light setup was used here, and when looking at the final raw 3d image you can see there is not much of a contrast between light areas and dark. If you get the light right, you will not have to change the image so dramatically during post processing which means less work.
**It's always best to light your scene when everything has a nice blue flat material. You can see light and dark areas very easily, and blue is a natural colour that wont stress your eyes. If you had textures at this point, the lighting would be harder to judge.
3.Add any large areas to the model that weren't created during the rough modelling stage. In my case it was the chimneys. Break your modelling down as much as possible, try not to model everything at once or you may get lost. Modelling is like drawing, you break an object down into its most primitive form, and gradually build it all up at once. If you build up one area quickly while forgetting about the others, you'll lose scope of the bigger picture and then you will HAVE to equal that detail in the rest of the image for balance. It always works best if you loosen up, and dont make more work for yourself. Balance!
4. More subtle details were added, such as the small chimney stacks (not sure what they are called sorry!) windows and steps at the doorway. Notice the worn out edging on the steps. The steps were segmented, at vertices were pulled down to "break the line". The same technique can be used on the roof to give it a more weathered and stylized feel. You could also taper vertical lines to stop them lookin too digital, but generally I like to make the camera give the image that taper by adjusting the lens size.
5. Add terrain and signs of life. It will not only give your viewers something else to look at, but sneakily it will deter their minds from imperfections of certain objects in your scene. Example, the building looks really simple and digital on its own, but the introduction of a bicycle catches the viewers eye, and the curved and straight edges compliment eachother. Siddenly it feels more like a living scene.
6.An extremely dramatic change to the scene. Texturing will enable you to throw thousands of pixels of detail onto an initially blank canvas consisting of one flat colour. Make use of the bump map to make the planes seem more 3D at little cost to render time, and get adventurous with specular maps (especially in wet scenes). UVW Map and Unwrap are essential if you want to texture your object with the most control and predictable results. Hair and fur was used on the grass, I find that 5.6 strands of grass per unit worked well in this scale, but you will need to figure it out depending on your scale settings.
7. Extra details.
In this final part of the 3D scene creation, you need to add the fine details. The best way to think of these are the bits that people won't actively look forl but can tell if they are missing. Ive has been added to the side of the wall and extruded to make it less flat, which somebody noticed straight away. A small orange behind the bicycle, and leaves on the base of the steps are all those little things that add to the illusion of natural elements such as wind, and presences such as life. Harness the effects of nature in every way, think of what nature does to scenes, and incorporate it.
8. Colour grading. Bring out certain tones to evoke certain moods. Blues and greens are more cold, reds and oranger more warm. Take a look at the colours of environments. If you think of this scene to be somewhere in italy or france, then My lighting and modelling has done its job for me.
Keep working! Thankyou for taking an interest in this and I do hope you will post video responses of your work if you have found this quick overview helpful.
Don't hesitate to get in touch if you need any questions answered.