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MODELLING |
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The main element in the scene is the bridge, which is done using extruded objects; except the bottom ornament, which is a sweep nurbs object. |
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BRIDGE |
| First I draw all the
splines in Freehand 8. (You can create splines in Cinema 4D, but it is
more comfortable for me to work in a vector-drawing based program, since
they have may tools geared specifically to the manipulation of vectors.)
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Next,
I exported ALL the splines to Illustrator, and later imported them into
Cinema 4D. When all splines are
placed into the corresponding extruders, move objects in the Z axis to
position the construction ornaments to the outsides, and the main bodies
to the insides. |
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To finish the bridge, I duplicate the objects and elements I need, and put them in position.
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WALL |
| Walls are simple cube combinations.. |
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REAR AREA |
| The rear area is created
using cubes, except the railing sticks; they were done using a
combination of 1 cylinder and 2 spheres for each stick.
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FIGURE |
| This person really isn't
a full person! Is quite simple, really. I only modelled the visible
parts (the figure is very small in the scene and seen from the back).
To make the cape I created bezier-splines in Cinema4D and I dragged them into a "Loft Nurbs Object"(later, we can use a bump map to give more details to the cape). I can modify splines placed into Loft Nurbs Object, and view the results in real time. |
| To make the hat and the
hat-feathers I used "Loft Nurbs" as
well. (Really realistic feathers can be created by the use of
Alpha Channels for transparency). |
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To make the arms/legs I used "Capsule Objects". The feet are deformed cubes, the head is a sphere, and the sword is a modified capsule! This person doesn't have a body; I only created the parts that would be visible from my camera. This "pseudo-figure" looks ugly too, close-up but the camera is far enough away that this really isn't an issue. |
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Now, we have all elements to create the scene. (All modelling work was done in about 2 hours, including the first Freehand 8 drawing.) |
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TEXTURING |
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There are only a few textures in this scene. They are: A.. a stonework map for
all walls |
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For the stonework textures I activated the diffusion channel and loaded the new plug in "DirtyNUTs" shader. This shader creates an automatic "dirt" effect where ever it is applied. |
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Mapping was really fast, mostly applying a cubic mapping to object groups and adjusting the number of tiles in real-time in the editor view. I played with the tiling until I liked what I saw.
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LIGHTING |
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-DAYLIGHT- |
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This stage of the work is the most time-consuming of the entire scene, because I had to do a lot of testing of the effects as I went along. |
| The main light sources
are the "Sun", the "Bouncing" light from Sun/sky and the "Skylight".
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| The "Sun" is a
hard, yellow shaded parallel light. "Bouncing" is the result
mainly of sunlight bouncing on the geometry but "skylight"
also produces bouncing light at all directions. "Skylight" is
blue light surrounding the entire scene.
All lights are added gradually. Note that between lighting stages, the increment of change is small. Using a big number of low
lights gives better results than using a few lights with high values.
The idea is to create something like a "lighting |
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-Simulating light sources using spots and omni lights- |
| THE SUN: I used a spot placed far
enough away to cover the entire scene. Light colour is warm yellow using
a value of 270%, with area shadows enabled. Area shadows are more
accurate than other shadows. Area shadows will show hard or soft shadows
depending on the object's distance, like real shadows. This takes more
render time than other shadows, but looks nice. |
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"Sun" spot only |
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MAIN BOUNCING: To simulate the first
bouncing light from sun, I used two lines of blue omni lights (8 lights
each line) placed along the "street". They are instances from
a "master blue light". It's easy to adjust because you need
only adjust the Master to have the change propagated to the 'cloned'
lights. |
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| SKY:
For the main skylight I
used three instances from a couple of blue spotlights targeting the
walls and the floor for a total of 8 lights along |
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At this point, some areas are still too dark, so we need to fill them with light.
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| Lighting the scene using "bounce lights" and overhead "skylights": |
| The front view of our bridge looks unnaturally dark, and not in harmony with the walls because there aren't skylights targeting it yet (At this point, we 've only got "skylights" on right/left sides.) This time, a simple spot is placed at a distance to fill all frontal areas. To take more control of lighting exposure, I used a lineal falloff and soft shadows using opacity only at 50%; this produced a more "filling" light. |
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Note that the bottom area of our bridge doesn't show enough bounced-light while sunlight looks high on the floor. To remedy this, a simple light without shadows is placed under the scene to fill bottom areas with "reflected" light. This simple light uses a 15% value. |
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Now is when I apply the
overhead "Skylight": |
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Finally small details to
improve believability: |
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| THE IMAGE IS FINISHED Rendering time: 5 minutes: 42 seconds (600x600 píxels) on a Pentium4 1.5GHz/650RAM. Carles Piles 2002. NOTE: You can see the Final image at 600x600 pixels in the Gallery. |