Learn a time-saving workflow to interior set modeling and production
techniques that can be used for Film, Architectural Visualizations, and Games.
Contains 6 hours of project-driven training. Perfect for intermediate artists.
| 1. |
Introduction and project overview |
1:47 |
| 2. |
Establishing scale and measurement for
the scene and setting up overall room dimensions |
9:18 |
| 3. |
Measuring and splitting geometry to
add doorway openings in the room |
8:24 |
| 4. |
Measuring and splitting the room's
geometry to add exterior window openings |
6:36 |
| 5. |
Modeling the stairs for the room’s
entryway |
9:54 |
| 6. |
Creating the molding that runs along
the floor and the ceiling |
11:52 |
| 7. |
Cutting the molding to match the
openings in the doorways |
11:05 |
| 8. |
Adding trim around the windows |
10:47 |
| 9. |
Adding trim around the various
doorways in the room |
4:40 |
| 10. |
Altering the front door's geometry to
incorporate a handle mechanism |
12:26 |
| 11. |
Building handles for the front door
and the windows |
13:03 |
| 12. |
Constructing a modern bookshelf |
8:32 |
| 13. |
Adding bevels to the bookshelf to
enhance edge detail |
8:34 |
| 14. |
Building a modern sofa (part 1) |
14:20 |
| 15. |
Building a modern sofa (part 2) |
13:16 |
| 16. |
Building a modern sofa (part 3) |
10:16 |
| 17. |
Building a modern sofa (part 4) |
15:18 |
| 18. |
Adding a modern area rug in front of
the sofa |
7:18 |
| 19. |
Building a glass coffee table that
sits in front of the sofa |
21:12 |
| 20. |
Using Extrusions and Deformers to
create a modern floor lamp |
16:42 |
| 21. |
Creating a tabletop and lamp shade for
the floor lamp |
17:03 |
| 22. |
Re-purposing the geometry of the sofa
to create a new chair |
12:34 |
| 23. |
Building a flat-screen television and
speakers |
7:26 |
| 24. |
Building a cabinet to hold audio and
video equipment |
11:57 |
| 25. |
Building audio and video equipment to
fill the cabinet |
8:50 |
| 26. |
Adding various CDs and DVDs to fill
the shelves of the media cabinet |
11:43 |
| 27. |
Building an abstract sculpture for the
bookshelf |
12:03 |
| 28. |
Using deformers to create an artistic,
twisting vase for the bookshelf |
8:59 |
| 29. |
Adding various books to populate the
bookshelf |
7:32 |
| 30. |
Creating large, framed pictures to
hang on the wall |
5:39 |
| 31. |
Creating an abstract art piece to hang
on the wall |
15:18 |
| 32. |
Building the curtain rod over the
front windows |
10:38 |
| 33. |
Modeling and deforming the fabric
curtains |
17:39 |
| 34. |
Adding glass panes to the windows and
front door |
10:26 |
| |
Total Run Time: |
6:13:07 |
Learn a time-saving workflow to rendering interior sets and production-tested
mental ray techniques that can be used for Film, Games, and Architectural
Visualizations.
Contains 4 hours of project-driven training. Ideal for intermediate
artists.
| 1. |
Introduction and project overview |
1:47 |
| 2. |
Identifying key points to be aware of
when approaching lighting in XSI |
5:26 |
| 3. |
Creating the primary light source for
a daytime render |
8:43 |
| 4. |
Adding textures to the floor and
creating an outside environment |
10:24 |
| 5. |
Creating a photon casting light and
adding rough Global Illumination |
13:39 |
| 6. |
Adding glossy reflections to the floor
and altering its photon interaction properties |
8:44 |
| 7. |
Adding Final Gather to the scene to
smooth out the Global Illumination result |
7:16 |
| 8. |
Modifying the room’s geometry in order
to get a cleaner Global Illumination result (part 1) |
10:56 |
| 9. |
Modifying the room’s geometry in order
to get a cleaner Global Illumination result (part 2) |
17:17 |
| 10. |
Modifying the room’s geometry in order
to get a cleaner Global Illumination result (part 3) |
11:00 |
| 11. |
Assigning and adjusting the materials
for the couch and chair |
12:07 |
| 12. |
Creating realistic glass and chrome
materials for the coffee table |
9:41 |
| 13. |
Controlling how lights and photons
interact with translucent surfaces |
9:51 |
| 14. |
Creating and adjusting the materials
for various smaller objects in the living room |
10:53 |
| 15. |
Altering the room’s geometry to extend
the floor into the hallway |
7:43 |
| 16. |
Using BSP diagnostics to control the
scene’s render performance |
12:57 |
| 17. |
Fine-tuning the overall lighting in
the scene |
14:32 |
| 18. |
Creating an ambient occlusion pass to
enhance shadowed detail |
10:52 |
| 19. |
Using directional ambient occlusion to
simulate more realistic soft shadows |
13:16 |
| 20. |
Using the Render Manager to set up
final image output |
9:40 |
| 21. |
Using an external image editing
application to make final adjustments to rendered frames |
9:12 |
| 22. |
Resetting your XSI scene in
preparation for a nighttime light setup |
7:19 |
| 23. |
Setting up the lamp as the room’s
primary light source |
5:04 |
| 24. |
Adding primary and secondary final
gather rays to simulate the effects of global illumination |
16:37 |
| |
Total Run Time: |
4:04:55 |