Week 8 - White Boxing and Rendering
Week 8 - White Boxing and Rendering
What Have I Learned This Week?
White Boxing is a 3D process used as concepts for game design, creating a primitive representation of a Landscape or Environment to represent its final shape/volume. (Pre-Visualisation)
Our task was to create a White Box based off a reference image. One new Tool we used as a part of Arnold Renderer was SkyDome. The SkyDome is used for simulation of light from the sphere or dome about the scene. It can also be paired with HDR (High Dynamic Range) Images to create image-based lighting. Using a default Maya SkyDome Exterior Image I Created a Model of an environment from reference and included Tools from what I've learned in Lighting and Rendering I was able to Create my own White Box.
White Box models are kept to their most simplistic shapes, so trees and bushes were created with sphere polygons as well as the bigger trees in the background being created from extruding each vertex of the sphere. Water texture was simulated with Standard AI Surface textures. The Bumps in the Hillsides were created by manipulating the vertices with soft selection, which selects vertices within a circular area and can be increased or increased in radius size to create different size and highs of bumps. This tool can also be used to create rounded domes and curvature.
To improve my work for next time I need to experiment with Lighting a little more to help produce and highlight shadow effects. Although shadows are created and help simulate sunlight correctly with the directional light and a few spotlights the shadows created are not very noticeable. One thing that went well this week was that I went into Arnold renderer settings and played around to produce higher quality images of my landscape.



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