我浏览Behance网页的时候,无意中发现Héctor Javier Diez Valladares 绘制的北欧别墅图,马上被其吸引住了,也明白了为什么这个项目能在首届拉丁美洲CG大赛中获得第一名。我很少进行雪景渲染,所以对这样的景色比较困惑。而该项目深深地吸引了我,使我想深入了解它。
I found the Nordic House visuals by Héctor Javier Diez Valladares during my routine browse on Behance. My eye landed on it rather quickly and I could understand perfectly why it won first place in the First Latin-American CG Contest it was intended for. With snow being a rare treat for me I’m always drawn to such images, and this one had a great feel to it and so I wanted to know more and this article came to be. Enjoy!
作者:Héctor Javier Diez Valladares
设计师Héctor Javier Diez Valladares是一名建筑学硕士,毕业于洪都拉斯天主教大学。曾在国外智力天主教大学实习。他擅长于3D绘图,因为有着当地建筑经验和参与国际项目的设计,2011年以来成为一名自由作家。
首先我非常感谢Ronen Bekerman对我的作品感兴趣。在这里分享我的作品感到很荣幸。
Author : Héctor Javier Diez Valladares
Héctor Javier Diez Valladares is an architect graduated with a Bachelor in Architecture from Catholic University of Honduras. Studied abroad as an intern at Pontifical Catholic University of Chile. He specialized in 3D visualization and have been working as a freelancer since 2011 with experience in local and international projects.
I’ll start with special thanks to Ronen Bekerman for his interest in my work and the making of Nordic House. It is an honor for me to share my work and inspiration with all of you here.
Introduction/简介
“北欧别墅”渲染图是为了参赛专门制作的,在这里非常感谢首届拉丁美洲CG大赛的组织者。而且特别感谢Eddy Guzmán举办这个比赛。在这么多评委的参与下:Julio Lazarte,Juan Carlos Ramos,Thi Lima,Iván Guillén,Javi Martínez和Ricardo Ortiz。能获得第一名我真的很高兴。
下面就是该项目的渲染图:
The Nordic House visuals were done for a competition and I want to express my deepest appreciation to the organizers of Primer Concurso Latinoamericano CG (First Latin-American CG Contest). Special thanks to Eddy Guzmán for having the initiative and making this contest a reality. It is a real honor for me to have been selected as the first place winner from such a prestigious jury – Julio Lazarte, Juan Carlos Ramos, Thi Lima, Iván Guillén, Javi Martínez and Ricardo Ortiz.
Here are the images I created for this house :
My inspiration for this project came from Nordic architecture. I love cold weather, clean and somber environments. This is an architecture I have worked with for some time and one that I constantly strive to improve on in my renders.
Modeling/建模
这些是渲染背景的基本设置。在工作中,我经常使用LWF。
These are the basic settings for my scene. I usually use LWF (Linear Workflow) in my work.
建筑的基本模型是Eddy Guzman按他的爱好制作的。
The base model for the house is Eddy Guzman’s and was provided by him for this contest.
My contribution to the base model was in working the small details. I used basic poly modeling techniques – extrude, inset and chamfer. The exterior walls are made out of boxes with a small chamfer on the edges.
建模的其他细节中也用到了相同的技术。
Same techniques mentioned above were used in modeling the other details.
窗户建模我用到了3ds Max里的路径扫描修改器:
To model the windows I used the 3dsmax sweep modifier and as a profile I used the shape you can see in the picture below.
To model the exterior and interior floors I used the Floor Generator script. It is very easy to use and you can download it for free at CG-Source. Best article to read to get you started with it, is right here on this forum, written by Bertrand Benoit following his GH House Challenge entry –Using Floor Generator Script by Bertrand Benoit.
雪景和地板建模我用平面挤压出立体,并用绘制变形工具对其进行变形。
The snow and ground I modeled by using a plane to which I applied extrude and deformed it using 3DS Max Paint deformation tool.
The material for the exterior walls is a VRayBlendMtl made from two wood materials, one dark and another lighter. These were later blended together using a mask.
The interior wooden floor has a VRayMtl with a Multi Texture in the Diffuse slot. Floor Generator script works well with it since it assigns different ID’s to each plank. Below is the interior wooden floor I did following same instructions.
窗户玻璃上的凝结雾气是由凹凸贴图里的水滴材质。
The condensation in the window glass was created with a drop texture in the Bump slot and using the same texture inverted in the Refraction slot. For the interior part of the glass I used the same materials without Bump.
水材质是用两个Vray材质合成的,然后与另一个噪波贴图Blend混合到一起。
The water material is composed by two VRayMtl and blended with a noise map.
坐垫的材质是VRay材质,在散射中加了一个Falloff。
The cushions texture is a VRayMtl with a Falloff in the Diffuse slot.
使用色彩校正对得到反射和折射贴图很有帮助。
Using color correction can be of much help to get Reflection and Glossiness maps.
The exterior lightning I created by using a VRay Dome Light with http://www.ronenbekerman.com/go/peter-guthrie-hdri-1941/”>Peter Guthrie´s HDRi 1941 as texture and a bit desaturated.
室内灯光使用了同样的半球灯,我在窗户上增加了V-RAY矩形灯作为光入口。
The same Dome Light is used in the interior lightning and I added V-Ray Plane Lights as portals on the windows.
The VRay Physical Camera parameters for the exterior are the same that appear as default. I deactivated Vignetting and for White Balance I put in neutral and also corrected verticals.
室内VRAY物理相机参数:
Interior VRay Physical Camera parameters :
Post Production/后期处理
后期处理以一个原始渲染开始。
Starting with a RAW render…
叠加图层为40%透明度。
Overlay 40% opacity
曲线和饱和度1
Curves & Saturation 1
曲线和饱和度2
Curves & Saturation 2
曲线和饱和度3,镜头色差和暗角:
Curves & Saturation 3, Chromatic aberration and Vignetting
希望大家喜欢这篇教程,并能对你们未来的项目有所帮助。
I hope you enjoyed it and you might find it helpful in future projects.