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Nookta的作品之前在微博上就显得很有特色,他曾发表过制作地中海住宅渲染图。今天,我很高兴分享他们最近2015年第20周最佳作品——“Arrival”。这是一个美国加州60年代建筑的改造项目。在遵循现代建筑风格,从Richard Neutra,Donald Wexler和Pierre Koenig设计的作品,并从中得到许多灵感。“Arrival”描述了废弃场所的复兴。随着时间推移,这个场所的一切本来已经被淘汰了。从Nookta多个层面来讲,这个图是我看到的最好的图。很高兴在这里和大家一起分享!

我们很高兴在这里和大家一起分享,希望我们的经验会对大家有所帮助。特别感谢Ronen的邀请,并及时告知相关信息。

Nookta’s work was featured on the blog before, with the making of the Mediterranean House, and today I’m happy to share the making of their latest Best of Week 20/2015 – “Arrival”. It is their in-house project based on architecture from the 60’s in California, USA. Following the modern movement architecture, discovering the creations of Richard Neutra, Donald Wexler and Pierre Koenig, which inspired them immensely. “Arrival” describes the revitalization of an abandoned place. A place where time has passed and things were left behind. This image is the best I’ve seen from Nookta on many levels, and it is great to share the making of it here with you. Enjoy!
We are very pleased to be able to share our work with you and we do hope our tips will be of value to you. Special thanks to Ronen for the invitation and for his great engagement in keeping us informed on further developments in our field of work.


Introduction/简介

开始一个项目的时候,花时间搜索相关图是很重要的。这些图为进行的工作步骤起到了一个引导作用。专注做好基础工作,后面就会节省时间。

另外,技术方面,它们也帮助我们在思想上构思该项目。

When starting a project it is very important to take our time in researching reference images. These images serve as a guideline for proceeding working steps. You can thus concentrate on the essentials and save a lot of time!
Beside technical aspects they also help us to mentally visualise a project.

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Modeling/建模

建3D模型的时候,我们在粗糙的立体结构上进行细致的操作。创建渲染图的时候,建筑功能不会有最优先考虑,所以对建筑布局可以自由选择。另一方面,整理一个建筑模型是很有必要的。

因此,我们对建筑引进一个网格结构。对我们来说,创建一个现代、轻巧且简单的建筑很重要,即使我们使用了一个坚固的网格。这里我们是从Donald Wexler, Richard Neutra和Pierre Koenig等现代派的建筑师身上得到了启发。

When doing our 3D modelling we started from rough cubic structures on to tiny details. The functionality of the architecture did not have the highest priority while creating an image, thus enabling a free choice of layout. On the other hand it is necessary to systematise an architectural model.
We therefore introduced a grid for the construction. For us it was important to create an architecture that is modern, light and simple even though we use a rigid grid. In this we were inspired by modernist architects like Donald Wexler, Richard Neutra and Pierre Koenig.

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对于这个项目,我们需要有细节。一些元素如支撑构架、地板、窗户材料和灯具都直接采用了前面找到的参考图。

For this project, we wanted to go into high detail. Elements such as supporting framework, flooring panels, window profiles and lighting were taken directly from the reference images.


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“三维倒角”和“点编辑器”工具很大程度上简化了我们的工作。

下面展示了我们是如何构建地面和天花板。

首先我们用相同的参数编辑构成元素。接下来这些就不同了。有着相同参数的进一步构成元素被创建,接下来又不同。这个操作持续几次,直到生成一个不规则图。

Tools such as “roundcorner” and “vertextool” greatly simplified our work.
The following shows how we constructed the ground and ceiling panels.
we first compiled components with identical parameters. These were then made distinct. Further components with identical parameters were created. Again distinct. This process was repeated several times until an irregular image was achieved.

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接下来我们在单个的构成元素中使用点编辑器工具,使面板变得更不规则。我们将边缘处的单个面板分成5厘米网格结构,并带有2米的半径。我们最后将装置转成Z向,有1到2厘米的延伸。这样我们的地板就变形的非常完美了。就像是地板生成器,只能自己创建。

水泥墙和楼梯创建方式是相同的。

We then used Vertex Tools on the individual components for further irregularity of the panels. We divided individual panels into 5 cm grids, decided on the edges and with a radius of 2 meters we finally shifted the contraption in z-direction over 1cm – 2cm spans. Our flooring panels were thus deformed perfectly. Almost like Floor Generator, only homemade.
Concrete walls and stairs were done similarly.

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室外场景我们使用的是几个代理服务器。植物的创建来自XfrogPlants植物插件库,棕榈树通过阴影表现了出来。我们自己的2D棕榈叶看上去更真实了。

窗帘是通过Marvelious Designer软件完成的。我们从窗帘中抽出V-ray网孔数据,因为他们的数据很多。关于进一步的物体,如岩石和家具是从三维模型库中引进来的。其他家具直接来自制造商的页面,然后用artisan工具进行编辑。

For the outdoor scene we used several Proxies. Plants are from XfrogPlants (Luckily we had desert plants included in the package). Palm trees were only used for shadowing. Our own 2D palms were more realistic.
Curtains were done with Marvelious Designer. We exported vraymesh data out of the curtains because their data was high poly. Further objects, like rocks and furniture, were taken from 3D Warehouse. Other furniture came directly from manufacturer pages and subsequently edited with artisan tool.

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The Story and Final Process/情节和最后过程

我们决定将场景描绘成夏季炎热的一天,这对于加州来说是很适合的。

SketchUp的太阳系统很容易操作。光线和阴影能精确地调整到我们需要的程度,这就是为什么我们不用V-Ray半球灯的原因。调节装置也很基本。对于后期制作我们也用这种路径进行渲染:Diffuse Filter, Raw Light,RenderID和ZDepth。

We decided to portray a hot summer‘s day, which for California would be quite appropriate.

SketchUp‘s sun system is easy to operate. Light and shadow are precisely adjustable to our needs, which is why we decided to make do without a V-Ray Dome Light. Adjustments were kept very basic. For post production (using Photoshop) we also rendered these channels : Diffuse Filter; Raw Light; RenderID and ZDepth.

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下面操作关系到最终透视。

也许你注意到了,椅子的位置和嵌板后来才进行渲染。我们没有截屏,因为我们没有将最终校正体现在模型中。

物品的位置很重要,因为最终图的深度是通过这些表现出来。

The following concerns the Final Perspective…
As you perhaps noticed, the position of chairs and diving board was rendered afterwards. Of this we unfortunately have no screen shot as we failed to file the final adjustments to the model.
Here, the positioning of objects is important as with these we try to give the final image depth.

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现在来看最终光线

And now to the Final Lighting…

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在创建材料上我们花了时间和经验。事实上,一些材料通过交换贴图一下子就创建出来了。后来我们决定叠加一些泥土、灰尘和锈斑,为后期制作做准备。

For creating material components we took our time and experimented a lot. In fact, some of these were created quite accidentally by exchanging mappings. We decided to add dirt, dust and rusty spots subsequently in order to have more free choices for post production.

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最终原始渲染图:

The Final Raw Rendering :

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Final Picture/最终图

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下面是一些关于制作过程的意见。

为了创建图的深度我们用到了FG,MG和BG元素,结构框架也用到了。冷色调在较暖阴影中的位置也增加了图象的深度。项目主题“桌子和椅子”被放置在了黄金分割处。

The following are guidelines we referred to while keeping an eye on the production process.
In order to create image depth we worked with FG, MG and BG elements. Framing was also used. The positioning of cold colours within warmer shades also added to image depth. The project theme “Table and Chairs” was positioned within the golden cut.

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在开始最背景进行处理之前,我们用Camera Raw Filter插件对原始渲染图进行了编辑,来修正基本的特征,比如曲线、颜色、对比和亮度。

因为在最后的校正中,对比和亮度会 再次被编辑,所以不要把区域设置成100%的黑或白。其中一个最重要的元素就是BG,它让观察者决定这个尺度,使图象体现出深度。

到这一阶段,我们开始花时间来编辑好的参考图。背景是由几座山拼接而成。我们确实很喜欢在表面叠加纹理的过程。

后期制作中,对表面进行修饰编辑操作很有必要。在一些表面我们用传统刷子刷出纹理,而其他表面我们用不同的混合模式进行操作。

我们让表面呈现出不规则状态,提升了它的栩栩如生的感觉和真实感。最后的润饰只包含颜色调整、对比调整,还有稍微的软化集滤器。

Before starting on the background, we edited the raw rendering with Camera Raw Filter to correct general features such as curves, colours, contrast and intensity.
Because contrast and intensity are again edited during final adjustments, it is important to not have areas 100% black or white. One of the most important elements is BG which lets the observer determine the scale and gives depth to the image.
At this stage, we took our time to compile good reference images. The background is composed of several mountain segments which have to have equal grain and exposure. We really enjoyed the adding of texture to the surfaces.
In starting post production, it is helpful to have available all the masks for surface editing and to use them subsequently. On some surfaces we painted texture with custom brushes, others were done with various blending modes.
We made sure to achieve an irregularity on surfaces thus improving their vividness and real look & feel. Final retouching only consists of colour adaptions, contrast adaptions plus a very slight soft focus filter.

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很多情况下,我们在长时间制作一个渲染图过程中,眼睛都迷乱了,需要稍微修正。极大地帮助我们在工作中反映出图象效果。因为我们的前提是在一个虚构的场地,建筑的朝向并不重要。

更重要的是我们怎样喜欢这个渲染图,这就是为什么最后我们使其保持镜面状态。

Very often, during long periods of working on an image the eye turns blind to minor adjustments. It helps tremendously to mirror the image frequently while working. Because our premises are at a fictional site, the direction the house is facing was of no importance.
More important was how we liked the image, which is why at the end we kept it mirrored.

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出处:本文译自www.ronenbekerman.com/,转载请注明出处。


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 匿名

  • 迈耶002
  • 2015.11.18 21:54
    太赞了,美
    • 0
  • Conan8717
  • 2015.09.28 14:00
    里边的参数看不太清楚。。
    • 0
    没有了...
    评论加载中,请稍后!

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