Tuesday, December 9, 2014

Poject 3: Animation

Nicholas Lai Ken Hong

0317435


This project continues on the previous project. Since this building is designed for food stylist, I incorporated food and video cam into this video to create a story line. The video doesn't really have a so called 'walkthrough' as the buildings are simple and exposed, I use the method of slow panning to show and present the building. 

Separate 3DSMax files were used as I wanted to make it scene by scene, from food developing into a building itself. 

Camera with motion were added by:

1. Draw a line
2. Create camera by selecting: Camera > Target
3. Click on the camera
4. Go to Motion > Postion > Path constraint 
5. Select 'Add path' 
6. Click on the line
7. Camera will move along the line when click on the play button. 




A video editing software were use to add music and video scenes, and combine them together. In the case, the video software I used was VideoPad.


Auto Key were used at different frames when moving the food apart.




Some objects were hidden first to create the line and camera as it is harder to see with all the objects obstructing.


Video scenes were rendered frames by frames. To speed up the rendering process, the quality of rendering were decreased.






Video was then compiled and exported to YouTube using VideoPad software.

Final video:

https://www.youtube.com/watch?v=mwbYEnQHsII




Tuesday, November 18, 2014

Project 2B: Interior Rendering (Work-In-Progress)

Nicholas Lai Ken Hong

0317435

BSc (Hons) Architecture

Project 2B: Interior Rendering



To start off, I downloaded some interior furniture from the internet. The furniture is then imported into my previous completed 3DSMax file and merged them together.



Lights fixtures are added too. Lights are then  created through:
Create > Lights > Free Lights
Shape of the emitted light, light intensity, were tuned.
The lights are then moved close to the light fixtures. 






 Outdoor lights created.



Minor decorative objects are added too. 

Cameras are added to a suitable position and angle before rendering.



Final Renderings:

 Interior Rendering 1

Interior Rendering 2

Final rendered images were edited in Photoshop as post-production:


Final product after editing:

Interior Rendering 1:

Interior Rendering 2:

Friday, November 14, 2014

Animation (Exercise)

I have applied the things that I've learnt from lecture, which is how to do an animation walkthrough in 3DS Max. There is a slight mistake I've made: I wanted to make the video smooth by using 60 fps (Frams per second) but I did not set to render from the 1st to 200th frames, instead I render from the 1st to the 100th. Therefore, the playback speed of the video increased by 2 times. 


Friday, October 31, 2014

Project 2a: Exterior Rendering (Work-In-Progress)

Nicholas Lai Ken Hong
0317435

BSc (Hons) Architecture



To continue on from the previous project, Sliding windows and doors were added into the building.
The steps for making doors are: Create > Geometry > Doors > Sliding.
The steps for making windows are: Create> Geometry > Windows > Sliding


Upon finishing making doors and windows, terrain is made.


As the building is situated in a forest, the ground is not totally flat. To do an irregular surface, the plane create is displaced. 
To do so: create a plane > modifier list > displace > import photo of a rocky ground and bump > adjust strength to create irregular surface.




With the building being 'Freeze', grass is being imported into the plane via material editor. A photo of the grass is being imported along with the bump which is edited in Photoshop. The appearance of the grass is further edited with 'UVW Map' in the modifier list.


Besides that, physical grass are added through grass generator which is downloaded from the internet and imported into 3D Studio Max as a script. They are then patched around the building.


The terrain is hidden and the building is 'unfreeze' to import materials into the building itself. 
Wood and concrete is imported and used for the building above alongside with their respective bumps. Appearance is then modified through 'UVW Map'.


As for the path, stones are being used as materials alongside with its bump. The appearance is then modified through 'UVW Map'.


Completed path.


Completed concrete roof. 


Aluminium material is imported for the mullions for the building. The aluminium is obtained from the 'Autodesk Metal' from material modifier. 


Glass is imported for the curtain walling of the building. The glass material is obtained from the 'Arch and Design' in the material modifier. 


Mud is obtained from the internet and imported into material editor to be used for this building.


Terrain is expanded by adding some contours to create a hill.  
This is done by: Drawing lines on plane > Move the lines up along the Z-axis to create different heights > Lines are selected > Geometry > Compound object > Terrain > Modifier list > Turbo Smooth


Trees are added through: Geometry > AEC extended > Foliage.
The trees are then placed and scale to appropriate size.





Daylight is added through: System > Daylight.
The position of the sun is adjusted manually.


Cameras are added through: Cameras > Target.
The positions of the cameras are manually positioned to obtain a bird's eye view and an eye level view for rendering.


(Before Editing)

The rendering is setup using Nvidia Mental Ray as assigned renderer. 



After finished rendering, the photos are then saved and enhanced using Photoshop as post-production.


(After Editing)



(Before Editing)


 (After Editing)




(Before Editing)


(After Editing)

Submission: 2 Renderings

1. Eye Level View


 2. Bird's Eye View