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 Post subject: oriku chair
PostPosted: Sun Jan 29, 2012 8:53 pm 
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Joined: Tue Apr 27, 2010 6:52 pm
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My latest work with thea.

It's chair designed for a school project. We had to design a furniture piece, build it and make a presentation for it. I know it's really basic stuff but it had to be easy to build in real size.

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Attachment:
2little.jpg
2little.jpg [ 409.38 KiB | Viewed 873 times ]


and here is an animation for it made in 3dsmax. I'm waiting for the next version of the plugin so I can render deformed surface animations in thea. Here I had to use mental ray for it. But that way I learned how to use mental ray so it was not a waste of time. Only the last 10 seconds are thearender :(



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 Post subject: Re: oriku chair
PostPosted: Sun Jan 29, 2012 9:11 pm 
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:clap:
Gallery.
Bookmarks.
etc...

Great work !
Your images raise a lot of questions (how did you light this? What are your render settings? Was this loft modeled by you? How long did this project took?) and are also a fantastic source of inspiration for me: Thaks a lot!

Nicolas

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 Post subject: Re: oriku chair
PostPosted: Sun Jan 29, 2012 10:06 pm 
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have to agree with leminlab, lovely work and lots of questions!

apart from the questions above, i'd love to know more about the deforming leather in the animation - how is this done?


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 Post subject: Re: oriku chair
PostPosted: Sun Jan 29, 2012 10:26 pm 
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thanks for the comments guys!

leminilab: rendersettings is TR2. For the lighting I used hidden emitters, manual sun, sky and also relight for adjusting the lighting afterwards. I use it all the time and it's a great feature for that. Here is a cut through the model to explain.

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cut2.jpg [ 128.08 KiB | Viewed 854 times ]


I've modelled the loft myself but not specific for that project. I made it a month or two ago just for some tests.
the project was over 2 months.

sandros: The leather was made in 3dsmax with the cloth modifier. I had to make groups of vertices that would stick to the animated wooden mesh when runnig the simulation. It was quite difficult as it's my first project in 3dsmax so I lost a lot of time learning modelling, animation, cloth simulations,...


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 Post subject: Re: oriku chair
PostPosted: Sun Jan 29, 2012 10:34 pm 
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Location: Noosa
Love the first shot !!

Just wondering why you have a emitters in the windows ? when you have the sun coming through there ? Wasn't there enough light with just the sun ?

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 Post subject: Re: oriku chair
PostPosted: Sun Jan 29, 2012 10:43 pm 
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it's partly because it's a very dark scene with only the sun and also for a maximum control in relight after. I put emitters where I could need them and then I choose afterwards. This way I can change also the color of the light coming through the windows without changing the color of the sun to keep the natural color. (but maybe I don't really need them but it was easier this way)


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 Post subject: Re: oriku chair
PostPosted: Sun Jan 29, 2012 11:03 pm 
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Location: Noosa
It works really well for this setup. You would think with big windows like that you should be able to get enough light into it.

I'd like to use it for my shots, but most of mine indoor/outdoor shots, sitting inside looking out to a patio. I don't think it would work that well there.

Any idea if it help render times ?

cheers

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 Post subject: Re: oriku chair
PostPosted: Sun Jan 29, 2012 11:15 pm 
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The light you see in the renders is (+-) 60% coming from the emitters ( a lot from the one in the ceiling) with only the sun it's really dark inside.

I don't know if it helps the render times.. maybe it helps a bit because you make fake "skyportals" like this. It's maybe easier for the engine to calculate the light.


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 Post subject: Re: oriku chair
PostPosted: Sun Jan 29, 2012 11:32 pm 
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Location: Bilbao - Bizkaia - Euskadi - Spain
Great work dbalex and superb design! I think you got a really nice name for your Oriku chair. I love that couch at the back of the first shot, too.

Those stills look great and the animation of folding chair make the difference. Looks pretty cool! :clap:

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 Post subject: Re: oriku chair
PostPosted: Mon Jan 30, 2012 1:16 am 
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Location: Oulu, Finland
dbalex, I think you could use TR1, it should converge faster with scene like this.


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