来自专筑编辑刘庆新的报道。来自MORFO Architectural Visualization studio事务所的Stelios Zenieris在今年2月份论坛上回来后寄给我KBC house的图。这座沐浴在树林中且有着独特形状的房子深深吸引住我。我想更多地了解该项目,想知道这些景是怎样创建出来的。今天我非常高兴分享这篇Stelios提供的文章。
Stelios Zenieris, from MORFO Architectural Visualization studio, posted the KBC house visuals on the forums back in February this year. The frame of the uniquely shaped house ‘bathing’ in trees captured me and I wanted to learn more about this project and what went on behind the scenes. Today I’m very happy to share this article that Stelios kindly provided. Enjoy!
Introduction/介绍
首先,我非常感谢Ronen邀请我参与设计KBC房。
开始这个项目之前,我想做一点介绍。这座房子位于德国慕尼黑,设计师来自一个瑞士建筑事务所。开始设计师希望该建筑设计达到高度真实性,而不是看起来完全像是一张照片。(我知道听上去很奇怪)
我的主要目标就是展示出一个独特的环境、不同基调和生活在这里的感觉。设计要达到内部空间和外部环境和谐共存。
但太过逼真往往会使客户提出一些不期而至的问题,而这些问题在该阶段并不是设计的主要关注点。因此,每一处场景都被建造和发展成为一个不同的最大文件。基本结构和建筑元素(如金属立面、窗等)才是场景的基础。而且,速度和每一张图的基调决定了,每一处场景都会选择不同的工作流程。
First of all I would like to thank Ronen for inviting me for this making of house KBC.
I’ll start with some words about the project first. The house is located in Munich, Germany and the architects were a Swiss architectural office. From the beginning the architect`s wish was to reach a high level of realism without looking completely like a photograph (sounds odd – I know).
The main goal was to show a unique atmosphere, different moods and the feeling of living there. The indoor spaces blending with outdoor in harmony.
The thing with being too real is that it can bring up unwanted questions to by the client… focusing on aspects of the design that aren’t really up for questions at this stage of the process. Therefore, every scene was built and developed in a different max file. A basic structure along with architectural elements (such as metal facade, windows etc) were the scene`s basis. Also, due to speed and mood of every picture, a different workflow was chosen in every scene.
Software Used/使用的软件
• 视图软件:3DS Max & V-Ray.
• 插件:Autograss, Floor Generator & MultiScatter.
• 建模:Furniture from Evermotion.
• 植被:Autograss, MultiScatter & Evermotion Trees.
• 纹理:Arroway Textures & CGTextures.
• Rendering Software : 3DS Max & V-Ray.
• Plugins : Autograss, Floor Generator & MultiScatter.
• Models : Furniture from Evermotion.
• Vegetation : Autograss, MultiScatter & Evermotion Trees.
• Textures : Arroway Textures & CGTextures.
Modeling/建模
这里用到了房子、树和植物的基本模型。
用Multiscatter插件完成花园周边散布的植物。我用手工方式在每一个场景中都小心地添加了树木,这样我们可以得到想要的阴影。一个简单的草坪被用在了内部庭院。
The basic model of the house and the trees and plants that were used.
The plants were scattered along the perimeter of the garden with Multiscatter. Trees were added manually and carefully moved in every scene so we would get the shadows we wanted. A simple lawn was used for the inner garden.
这个场景的建模和基础建模一样简单。基本想法就是捕捉建筑构架和它的立面,不用太多的附加信息使其坐落在这个绿色环境中,并与环境互相影响。植被只是为了起到反射和添加颜色的目的。在最后的图中大部分都会被去掉。
The modelling for this shot was just as simple as the basis model. The basic idea here was to capture the form of the building and it`s facade, sitting and interacting with this green environment without too much additional information. The foliage that was used it was just for reflection and color purposes. In the final picture most of them were taken off.
这个场景最终的和最关键的接触点将会在后期制作部分被遮盖。
为了创建这种相互的内外空间基调,我们用不同方式对不同的区域进行精心设计,使其充满活力。我们想要树的真实阴影和水的反射效果。而投射到客厅里的阴影只需要一点深度就可以了。树木也应该让光线透射到草坪上。所以这种情况下我们就得用3D树,同时不能过分强调花园和植物。
The final and most critical touch of this scene will be covered later in the post production section.
In order to create this mood of interactive indoors-outdoors spaces we activated different areas with different ways. We wanted real shadows of the trees and reflections in the water. Then these shadows that were penetrating the living room should be only in some depth. The trees should also let the light pass in the lawn. So in this case we had to use 3d trees and not emphasize in the garden and foliage as such.
在这张图中房子的细节涉及的很广泛,但是某种程度上并没有压制住公园的简洁设计。
In this picture the detailing in the house was extensive but again in a manner that wouldn’t overtake the simplicity of the garden.
Textures and Settings/纹理和背景
这些是我用到的基本纹理的参数。
木地板、水泥墙和屋顶采用简单的纹理。木材的花纹用神奇的“地板生成器”插件创建。
These are the parameters for the basic textures I used.
Simple texturing with wood floor and concrete walls and ceiling. The wood plunks were created with the amazing `floor generator` plugin.
And this are my render settings/这是我的渲染设置
Post Production/后期制作
在第二个场景中,除了色彩平衡、层次感和减小饱和度外,还做了一点调整。
在一个场景中,我可以说后期制作中大约修改了以前60%的工作。直到找到一些好的树木、灌木、天空,还有与我想要的整个色调搭配的色彩后,我才停止纠结。我用的剪贴图象的纹理来自Gobotree,泥土纹理来自cgtextures.com。
这里是图象一个简短的分步视频。
In the second scene there was little to modify other than some color balance, levels and desaturation.
In the first scene the post production was about 60% of the work I might say. I struggled until I find some good trees, bushes, sky and colors that would match with the mood I wanted to give. The cutout textures I used was from Gobotree and the dirt textures from cgtextures.com.
Here is a short breakdown video of the image.
再一次给大家呈现两个场景的图象:
Again, the final images of the 2 scenes :
到这里就完成了。
希望大家喜欢,如果有关于我的项目的任何问题都可以来问我,我很乐意回答。
So, that`s it.
I hope you enjoyed it. If there is any question regarding any subject I would be pleased to answer it.
出处:本文译自www.ronenbekerman.com/,转载请注明出处。
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