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  • Room | Final : 10 -29 -24

    Room | Final

    Objective:
    Create two high-quality final renders of your room, one during the daytime and one at night, using Autodesk Maya. This project focuses on finalizing your 3D environment, ensuring all elements are properly modeled, textured, and rendered with clean organization and no errors.


    Assignment Guidelines

    Render Settings:
    • Final renders must be 1920x1080 resolution.
    • Ensure renders are noise-free by adjusting your Arnold render settings (sampling, etc.).
    • Submit two renders: one with daytime lighting and one with nighttime lighting, each from different camera angles.
    • Renders should be saved in high-quality formats like PNG.

    Lighting:
    • Use a directional light for both the sun (daytime) and the moon (nighttime).
    • Include a physical skylight for ambient lighting for both day and nighttime.
    • Additional lights may be used in the scene but ensure they look natural and not exaggerated. Lights should have a realistic source and placement.
    • Check light linking to ensure only the correct objects are being illuminated by specific lights, and ensure shadows are enabled for accurate rendering.
    • Adjust the exposure settings on your camera to suit the lighting of the scene.

    Modeling Requirements:
    • The room must include ceiling, walls, floor, crown molding, baseboard, window sill, and windows.
    • You must also model the following furniture and props:
    • A bed or couch (with two props).
    • A table (with two props).
    • A bookshelf or shelving unit (with two props).
    • A chair, rug, and lamp.

    No incomplete geometry:
    • All objects must be fully modeled with clean topology. No faceting is allowed—meshes should be properly subdivided according to hard surface modeling best practices.
    • UVs must be laid out cleanly with no overlapping and properly scaled relative to the size of the object. All objects must have accurate and complete UVs to prevent texturing issues.

    Naming and Organization:
    • All objects must have proper naming conventions in the Outliner. Name objects in a clear, readable manner, for example Chair_Leg, Table_Top.
    • Ensure there is no history on any objects and that their transforms are zeroed out. After final modeling, freeze transformations (Edit > Freeze Transformations) to ensure proper export and stability.
    • All materials must be properly named (e.g., Wood_Mat, Metal_Lamp_Shade). Do not leave materials with default names like lambert1 or standardSurface1.
    • There should be no unnecessary files or folders in your project folder. Only include essential files related to the project.

    Optimize Scene Tool:
    • Use the Optimize Scene Size Tool to clean up your scene. This tool removes unnecessary nodes, such as unused shaders or deformers, which can clutter your file and slow down the scene.
    • To use: go to File > Optimize Scene Size. In the dialog box, make sure to check options such as Remove Unused Nodes, Remove Empty Groups, and Remove Unused Shaders before clicking Apply.

    Texturing:
    • All models must be textured using Substance Painter.
    • Textures should reflect the likeness of the real objects based on your reference images and should also include unique details specific to the object and the overall scene.
    • Simply applying a generator without further detailing or observation to create realism will be considered incomplete.

    Camera and Composition:
    • Create two separate cameras: one for daytime and one for nighttime renders.
    • Adjust the camera settings, including exposure, to ensure the scene is properly lit.
    • The default 35mm lens is not acceptable—adjust to a focal length that fits the scene (e.g., 24-50mm for interior shots).
    • Ensure proper depth of field to add realism and help direct focus in your render.
    • Compose your shots carefully, considering framing, angles, and storytelling. Avoid camera clipping issues that could cut off parts of your scene in the final render.


    Project Folder Structure:

    Your project folder must be clean and organized. It should contain:
    • Your final scene in the scenes folder.
    • All Substance Painter files in the assets folder.
    • FBX models inside the assets folder.
    • Final renders inside the images folder, with appropriate naming (e.g., Firstname_Lastname_Final_Day.png).
    • Textures inside the sourceimages folder.
    • Reference images inside the sourceimages folder, preferably in a subfolder called "Reference Images" or a PureRef file.
    • References for every object modeled in your room must be included.
    • Missing or misplaced files will result in an incomplete.
    ​​​​
    Completion Standards:
    • Your model should be a 1:1 representation of the real version.

    Background & Environment:
    • Include a daytime and nighttime billboard for the window backgrounds.
    • Ensure the room lighting matches the time of day in both the daytime and nighttime setups.

    Submission:
    • Submit your daytime and nighttime renders to the class forums.
    • Share a OneDrive link to your entire project folder (including all necessary files and organized according to the guidelines) with me.

  • #2
    RoomProject​ Ava
    Click image for larger version

Name:	Ava_Phipps_Final_Day.jpg
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Name:	Ava_Phipps_Final_Night.jpg
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    • #3
      Charlene Martinez
      CMartinez_room
      Click image for larger version

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      • #4
        Daniel Raya
        DanielRaya_room_final
        Click image for larger version

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ID:	14919 Click image for larger version

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        • #5
          Triza Chavez RoomProject​ ​
          Click image for larger version  Name:	Day room final.jpg Views:	0 Size:	95.7 KB ID:	14976Click image for larger version  Name:	Night room final.jpg Views:	0 Size:	58.7 KB ID:	14977
          Last edited by TrizaMC; 10-29-2024, 09:41 AM.

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          • #6
            Elijah Knesek

            For some reason my table textures wouldn't show up in the render but only the day lighting renders. It appeared completely fine in the night renders

            Click image for larger version

Name:	Elijah_Knesek_Final_Night.jpg
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            • #7
              Nathaniel Martinez
              NathanielMartinez_room (3)
              Click image for larger version

Name:	Nathaniel_Martinez_Final_Day.jpg
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              Click image for larger version

Name:	Nathaniel_Martinez_Final_Night.jpg
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              • #8
                (Helen Fuschetto)

                Hfuschetto_room

                My room looks terrible because I procrastinated and waited until the last minute to do it. Also, I couldn't get the texture the texture to work. I know that I'm going to get a bad grade on this. I'm sorry for not doing my job as a student properly.

                Click image for larger version  Name:	Room_RENDER_Screenshot_1.jpg Views:	0 Size:	90.1 KB ID:	15029

                Click image for larger version  Name:	Room_RENDER_Screenshot_2.jpg Views:	0 Size:	58.7 KB ID:	15030
                Last edited by Helen; 10-29-2024, 10:28 AM.

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                • #9
                  ami cabrera
                  ami_room_final
                  Attached Files

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                  • #10
                    BMartinez Room DayTime/NightTime
                    BMartinez_Room (1)​​
                    Attached Files
                    Last edited by SuperBAM06; 10-29-2024, 02:23 PM.

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                    • #11
                      Isabella Garcia
                      Attached Files

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