my Pier and church models are massive files and rendering for the pier took 64 hours, and the church took 38 hours, if i had 1 extra week, i would re-render these as i made the corrections.
for the pier, i would have moved the sky, dueing the first render, during the gizmo i used a shere, this left a large line in the sky, these shows in the render, after the correction i rendered the few frames that showed the line, however the sea changed because it is reflective and as does the sky.
i would have also changed the camera, as it stands it spends a small amount of time on pritty much every part of the model, i would have changed this so it spent a small amount at the end, zoomed along the long it and did 1 orbit of the entrance, i would imagin this would have taken around 20-30 second.
for the church, i would have added the photo of the next scene to the photo frame inside the church, i forgot to add this and instead bobby had to add it in via after effects, this didn't look as good as it could have been.
another part, is the size of the scenary, i have made the scene bigger and was ready to render it again on Monday but was told not to, just incase we ran out of time, my "Church11" file has the corrections on this.
with Laboworth Cafe, i would have changed the sky, and used a bl;ue sky, rather then a sunset one, i believe tghis is the cause for the sea turning purple in places, the plane the sea is on is actually blue (255 blue, 0 red, 0 green) so it should not have changed to purple. Because the sky is a browny colour, whihc contains some red, i belive this is what changes the colour to purple. i would have had to change the sky for the Pier aswell.
Also, during the animation, when the camera goes through the doors, it looks around the inside of the cafe far to quickly, i tried slowing this down in Adobe Premier, i tried reducing the speed for this part down to 50%, but this also reduced the FPS to 15, making it very jumpy, because of this, the speed was returned to 100%
Thursday, 9 December 2010
Monday, 6 December 2010
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the sea-wall will also be copied and bent round to follow the shore.
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i then copied the plane and put a peble texture to it. i then turbosmoothed it to add more polygons and started to raise and lwoer vertex's to give a uneven look to the sand.
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and also added the front spotlights which project light infront of the cafe
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i have also added the railings on the roof.
for some reason, the file couldn't find the material of the walls and has changed to the default grey, but at this stage i have actually added materials of the outer walls, whihc i got from a photo we took.
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All the windows will have a blue glass material added to them and will be made see-through.
i added the name of the cafe above the windows, same as they are on the photo's we took when we visitied it.
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Labworth Cafe
my third and final model is Labworth cafe, which is located along the seafront on Canvey Island, it is a art deco style cafe.
for some reason this scene took 38 hours to render, and i am not happy with the results, there are many aspects i'd like to change, for example in part of the animation the roads just suddenly ends, same with the shops.
however to correct these issues i'd need to re-render it all again, and i don't have the time to do so. i have made the corrections and are saved but i will not be rendering it.
however to correct these issues i'd need to re-render it all again, and i don't have the time to do so. i have made the corrections and are saved but i will not be rendering it.
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i then found a road texture online and applied it to a plane, i then copied this over and over and rotated it slightly each time to give the bend in the road. i then made the path split and go along side the road.
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also in the background of this screen shot, you'll see i have also added a dark wood texture to the wooden archway, this materials was created from a photo taken on ouir visit to the church.
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i made this the same way as the arch way, i created half and then mirrored it over. i then deleted some of the polygons from the wall to fit this in place
oh and i added a wall around the outside of the church, i did this by using a cylinder and extruding the centre downwards, i then placed it below the grass so that only the top shows.
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i also extruded pats of the wall which stick out, if i had the chance to redo this church, i would have decreased the number of polygons i used.
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once i had done this, i created a window from a seperate object, i then added the same material as the rest of the walls, i put it in the correct place and pressed alt+x to make it see through. i then deleted the polygons from the church and attached the window object to the rest of the church.
to start with, i found the church on google maps, and took a screen shot of it, i then used this to produce a floor plan of it. we visitied this place aswell and took photo, using these i got a good idea of the height of certain areas.
to begin with i added a box, from this i extruded in all four directions, to form a cross shape, and the top part, i then extruded upwards.
i then used a cylinder with only 3 sides to form the roof, i then attached these to parts together, and this is the start of my church.
to begin with i added a box, from this i extruded in all four directions, to form a cross shape, and the top part, i then extruded upwards.
i then used a cylinder with only 3 sides to form the roof, i then attached these to parts together, and this is the start of my church.
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Benfleet St Mary's Church
My second model is Benfleet St Mary's Church, the reason for choosing this place is becasue it is one of the oldest churchs in essex, and the country, and also known for having the oldest wooden archways aswell.
This is the end of the Pier model, i would have uploaded the final animation of it onto blogspot but it wouldn't let me =[
The next model i will take about in Benfleet St Mary's Church
The next model i will take about in Benfleet St Mary's Church
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The water was created with a water texture found on the 3ds max library, i then added several bump maps, increasing in size and a noise map ontop of this. i then made it reflective.
for the sky i added a large Geosphere, and applied a sky material found on google, then in the modifier panel i selected "Normal" this flipped all the polygons so the sky material was on the inside, rather then the outside.
a Omni light was then added to act as the sun. Rather then having it as a default of white, i gave it a grey/cream colour and increased the intesity slightly.
the combination of all these gave this result.
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the grey parts do have a materials applied to them, it is a grey metal material, it just doesn't show very well and apears to have no material at all.
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this had to be created seperatly and imported in.
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i copied a section of the pier, along with the supports and pulled it out, i then joined the polygons together and imported the shelter in.
the roof has the same material as the shed roof's and the walls have a blue metal texture, the chairs are made from the same material and so i have given them the same material as the walls.
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a few alteration would need to be added, as there are random structures along the pier like small shelters, and a overlap for the train rails.
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for the time being i added a large blue plane to act as the sea to give me a good idea of the height of the pier from the surface of the sea.
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first i created one by using a box, i made sure that there was only two polygons on the top of the box, i then pulled the centre line upwards to give the shape of the roof, i then extruded the two top polygons upwards slights, and then on the sides of these to make them stick out slightly.
The foof material was taken by our camera on our visit to the pier and was used for most of the structure on the pier.
The two buildiongs had different wood materials, as this is how they actually are.
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this being said, i wouldn't have had denouygh time to render it, the final render of the pier animation topok over 64 hours, if i added lights, this would have taken far far to long and i would have probably run out of time.
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