CG Model – Basic Room
Here are some image stills from a room that was created and rendered out of Maya. I got the idea to incorporate all of my past 3D models into a basic room layout. So aside from those models, everything else was modeled just for this project. The main premise was to utilize advance rendering techniques and to incorporate them into a digital image. For this scene, various lighting techniques such as image based lighting, final gather, spotlights with quadratic falloffs, and photon emitters (for caustics) were integrated into the final renders.
Stands and glass cases were created to better incorporate my past models so they would look more like figurines within the scene. Also for this project, most of the elements in this scene were textured with an architectural material (material_x_passes) with procedural textures applied to them.
I wanted to experiment with various procedural techniques when creating the textures for many of the objects. Take the books for example, they were applied with a texture that was attached to an image remap node and a ramp node to vary the colors for each book. Even the simple wood grain consisted of several nodes within nodes to generate the desired effect.
Screenshots of Maya and After Effects from my ‘Dark Knight Alleyway’ project were taken and applied for the monitors using a simple blinn with incandescence and glow. As for the keyboard, an actual keyboard was used as reference for the modeling and each key was placed in the right spot with the correct numbers and letters (textured in Photoshop). It was actually kind of fun trying to UV map while trying to keep texturing as easy as possible (the dice were also textured in a similar way). For the mouse and pad, those were modeled and applied with material_x_passes and a procedural bump for tertiary details.
For the main desktop lamp, two modern-styled lamps were referenced and a hybrid was modeled. The springs were modeled separately and placed accordingly along with the light bulb itself. for the glow, a light-linked ambient light was used to give a more brighter look while a spotlight with quadratic falloff was used to cast the light and shadows (ray-traced of course). For the cables, sets of curves were created and a poly cylinder with slight tapering was extruded along them.
The papers, yo-yos, and Rubik’s cube were simple to create and texture. But the lava lamp was a bit of a challenge. A base was created which had a metallic texture applied to the top and bottom while a glass texture was applied for the mid section. Then the ‘lava’ was created as separate pieces of geometry with a blinn texture and incandescence. Finally a spotlight was added to slightly illuminate the inside.
All of this was then rendered out in passes and exported into After Effects for a simple animation sequence.
Check out the animation below for a VFX breakdown of the scene: