Finishing up the Modelling.

At this point i'm very back and forth between modelling the building and taking a break to model the furnishing assets and come back to the buildings more intricate features with fresher eyes and rejuvenated energy, This is seen in the screenshots and test renders on Behance. I find this productive and time useful as opposed to just pushing on through and getting the exterior bits and pieces wrong and still having the furnishings to do afterwards.

For the most part modelling for this project was extremely basic, the odd extrude, bevel and turbo smooth but essentially it was alot of boxes and spheres.

I made the mistake of booleaning alot of the windows and doors, this made it difficult to alter the original objects (walls mostly) when it came time to model doors and architrave's, so it took a fair bit f back tracking to change the ingons to polygons for further editing purposes. This left the topology cleaner and easier to work with.
I think i have become alot more careful in terms of topology within this project, hopefully a positive for the final outcome but so far its just a negative for time management.

Although the vast majority of the building will never be seen in the final outputs and renders, i felt it worked well with my initial plans to show different stages of 'finish' by including lights and fixtures to the bare and empty models of the first floor, this also i hope shows a deeper understanding of the plans and the building even if all i was going to focus on was the walk from the entrance to the commandants room.

Light switches were like lights, appropriately placed following the plans but not featured in the final outputs, proving little to no benefit and slowing down render times. Many models had to be scrapped or redone due to topology or experimentation, the light switches are one of the few examples of this, sen in the screenshots on behance and the state of the art review.

When modelling i gave myself extra work by creating working models (example, lights and drawers) this was one of those stages in the project i questioned if it was all for nothing since it seemed to take a hundred times longer to model correctly but this is all for lived in purposes, hopefully saving remodelling every time i want to add a bit of life around the room.
The aim to give this an emotive design for human centred reasons meant everything couldn't look like a showroom, if anything my hope i it will look so lived in you will still feel the warmth of the chairs, as if everyone just went out to lunch.

The modelling so far has been the most time consuming and possibly the least i'm able to discuss as it was mostly boxes and basic modelling techniques, there was the odd technique i was new to and quite proud of the outcome though.
For example, the most intricate detail on the phone is the type, something i had initially intended on over looking as i didn't feel confident enough in modelling type, potentially UV map it in later but that was before i came across a tutorial showing several ways to create type in 3dsmax, it was a simple youtube video and didn't go into too many steps, so i went back to the old faithful 3ds max help section, and sure enough there was a tutorial on how to create text, although there was a little tweaking by intuition required for the most part it was quite straight forward, using a Spline, Text and bevel, i used bevel after several experimental texts, i found if i beveled the model i had more control in the end result. This technique is now a valid option instead of my original plans for many type of text, like the door plaques and potentially the commandants desk name-tag.
I would love to mention this when i write my state of the art review, but i'm unsure a step by step would read well on a review.

I proudly followed the plans to the letter however there was one instance i took what could possibly be described as creative liberty (which is a fancy way of saying i know its wrong but it suits my project better than the truth) The window in the commandants office, even in the photo it is cut short by the private quarters adjoining wall, and even after i had finished the modelling stage it was in my project too, however i back tracked not long after when i began experimenting with the lighting. using a Vray sun and environment maps and a HDRI image i was able to create a sense of real life atmosphere, one of my main goals in this project, i will go into more detail about it when i move on to discuss lighting etc but in terms of modelling, i back tracked and remodelled so the window was curtainless and shining a very picturesc light/shadow on the empty room/desk.
This might be very obvious when comparing the photos, it might not, i'm not sure as i could draw the reference photo in my sleep at this point but for the record i'm aware it shouldn't be in the middle of the wall but for the more pleasing result i thought id update 1940s architecture and have the primary window in my final flythrough a bit more featured and less awkward looking for the user, who will very unlikely see the original reference photo or plans, after much debate i figured a repositioning of the window would raise less questions and allow the user to focus on the environment i've created.

Regrets during modelling was it took longer than i had anticipated so plans for more clutter including stationary and wall plans didn't get finished, those would've taken at least an extra day and at this point i already feel a couple of weeks behind ! You can see the UV maps in behance that i had intended on projecting on the wall decor but unfortunately it never happened in this project before the deadline.



Comments

Popular posts from this blog

Base One Europe

It's the inside that matters !

1940's Ireland