Friday, 23 January 2009

Final Winter Scene

Winter



Winter Scene – December

I wanted to keep this scene simple and make the main focus on the fact it was actually snowing.

Ground
- The ground was created using a simple plane with a custom bitmap added. I felt that there was no need to ‘bump’ this particular image, as it did not seem to look wrong for the environment it’s in. Instead I feel it gives the feeling of perfect untouched snow.

Fence
- The fence was a long box shape stretched out to fit the width of the image. The texture added to this object again was a custom bitmap file of vertical standing planks. This image was edited in photoshop to dim the colour to give the illusion the planks were weather treated.

Snowman
- The snowman is made up from 5 components. The main body and head are spheres that were elongated using the scale tool. Further modifications were carried out here using the soft selection tool to make the shapes less ‘perfect’. The material used for the snowman’s body was different to that used for the ground. The texture used was the ‘dent’ option pre-built in with the colours edited to fit the situation. A bump map was also included using the same texture with colours slightly darker and reversed around. The ‘carrot’ nose was created using the preset shape cone and then had a gradient texture added to it with variations of orange. The eyes were made with spheres, using the scale tool again to alter the shape from a perfect sphere. The material added to these eyes used the dent preset again with bump mapping in the colours of maroon and grey.



Shed
- The shed is made up of 5 objects, 4 of which are boxes. The boxes make up the bulk of the shed by creating the walls and the door with a window. The roof comprises of a prism. The walls materials all use the same bitmap but were rotated to fit their situation, so for example the side walls have the planks running horizontal instead of vertical like the front. The Window was created using the Boolean tool to subtract a small box from the main door box; this creates an indent in the door making it appear to have a window. A custom bitmap was then added to this flat surface to look like it is possible to see some of the contents of the shed itself. The prism roof was complex when it came to materials. The front had to show the materials interlinking all in different directions, this entailed rotation and face selection by breaking down the shape using the modify tool. The roof sides proved tricky when creating a snow effect. A custom bitmap was originally laid down for the roof that was simple roof tiling. This then had a layer of opacity applied to it with the same bitmap that was used for the ground. On top of this a strong bump map was applied using the normal bump setting and then the smoke material for both settings within. This gave a rippled effect, making the snow look both layered and uneven.

Snow Hill
- This used the same principle as the ground but was applied to half a cylinder to add depth to the picture and blend to the background by making the terrain look as if it sloped down.

Falling Snow
- This snow was created using the particle system in built to 3d studio max. Modifications were made to the default settings to make the effect look more realistic. The fall point was set above the scene so that it looked like a natural setting. The size of the flakes, variation in fall and tumble rate were all altered to get a still image that looked just right. An animation of this was made in the pre-rendering stages but was unable to complete a final rendered copy due to lack of power in my laptop.

Background
- Rather than set this bitmap as an environment scene I chose to create a plane and set it at an angle to create more depth to the image. By setting this image on a plane I could also choose what to show by adjusting the height of the plane.

Lighting
- I chose to use omni lighting and sky lighting for this image. The omni light was used to simply pick up highlights and so was set to a very low intensity. The colour of the lighting in both cases was set to an ice blue/white colour as to give the impression of the cold and reflection from the snow. The Sky light was set to the default intensity and was the main light in casting shadows; both used shadow maps with global settings.



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