How do We Work? How do We Work? kcpr raffaEl
28 Jan
2011

To introduce you the principles of cooperation with our clients, we are presenting the typical stages of the visualisation project.

The example described here is based on the work with the passive house project, which is the project of BuildGreen Design Company. The project is copyrighted.

Here you can see a final render of the Passive House.

In this paper we consider the case when the client has provided a model in .3ds format.

1. Importing objects, validate meshes, setting the real scale of objects.

The first step after we receive the model from the client is to import it into our work environment.

Then we're checking the correctness of the imported meshes (unnecessary vertices, the error in setting the normal, glitches during import).

If all objects are properly defined, we're scaling the scene to the actual size. This is of critical importance in the subsequent application of textures, import other objects, as well when we're setting the as physically-correct lighting.

2. The next step is setting up camera shots / angles.

This is the first moment when we're consulting our work with the Customer:


3. Defining the lighting.

In our case, the goal is present the house shot at dusk, so we have to properly configure the lighting and background image. It should be noticed that the engines used by our graphics provide realistic lighting scenes depending on the definition of the environment.

On request, we make and prepare panoramic HDRI (high dynamic range images), of the actual place where the home is planned.

Of course, we have a large library of our own definitions of the environment.

At this stage, we use the so-called. 'Clay model', that means we present all objects in a neutral color that is easy to see the color of light falling on objects.

The following image shows the scene illuminated with dusk light:


Because the scene is at dusk, it is necessary to add artificial lighting of the garden, driveway and interior.

When we define artificial lighting, complementing the scene with the necessary objects (lights in the driveway, indoors, on a wall in the garage).

Effects can be seen in the following image:


All stages of stage lighting are consulted with clients, and all necessary corrections are made.

4. Texturing, definition of materials.

After completion of stage lighting, we begin to apply textures and materials on all scene objects.

It is worth mentioning that "Preparing the Models" Specification supplied to customers, considerably accelerates this process.


During texturing, we draw the attention to all detais, to ensure the highest possible degree of realism. When it's needed we transform the meshes to more detailed.

The following images illustrate a case of working on a stone garage.

Standard object with superimposed texture:


The object with the increased amount of detail in order to increase realism:


After the imposition of textures and materials, we render the image to check whether the lights actually correspond to the colors and textures of home:


If we have client's comments we make the necessary corrections .

5. The step of adding elements of interior and environment.

At this stage, we add elements of the environment (such as grass, fences, roads, trees, objects, vehicles, animals), the elements inside the house, and three-dimensional models of human beings:


6. Test Render


When the scene is properly lit and contains all necessary elements, we render a trial - the scene in a lower resolution in compliance with all target settings.

7. Final Render & Post-Production

After obtaining the approval of the Client, we render at the target resolution, then we do post-production work and when it's finished we pass the result to the Customer.

The final effect of our work can be viewed here.

Last modified on Monday, 12 October 2015 16:24

1 comment

  • gość Całkiem niezły tutarial wyszedł z tego ;)

    Pozdrawiam!
    Tuesday, 24 May 2011 17:43 posted by gość Report Comment Link

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