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itsjustme
Here is the beginnings of the second set...the break room. The room has two doors leading to a hallway (one door is shown here), the floor, baseboard and acoustical ceiling tile. I put the chair in the shot as a visual reference...eventually, there will be at least six tables with six chairs per table, kitchen cabinets, sink, soda machine, emergency lights, light fixtures, fire extinguisher, coffee maker, etc.

Of course, it's not lit properly yet, but I wanted to show a little forward movement on this.


robcat2075
How did you get the ceiling in there?
itsjustme
QUOTE(robcat2075 @ Apr 6 2011, 08:22 PM) *
How did you get the ceiling in there?


Since it is an AO render, I rendered the room without the ceiling, then rendered the ceiling and composited them together.
Shelton
I was wondering the same thing. Excellent work
robcat2075
Clever! That's a situation the FakeAO may be useful in.
TheSpleen
very nice set
largento
Great stuff, David. This is going to be top notch!
Paul Forwood
That looks terrific, David.
HomeSlice
Great looking set David.

QUOTE
Since it is an AO render, I rendered the room without the ceiling, then rendered the ceiling and composited them together.

Have you tried setting the ceiling model to Options > Cast Occlusion > Off ?
I was under the impression that if you do this, you don't have to render twice and composite.
itsjustme
QUOTE(HomeSlice @ Apr 7 2011, 12:58 PM) *
Great looking set David.

QUOTE
Since it is an AO render, I rendered the room without the ceiling, then rendered the ceiling and composited them together.

Have you tried setting the ceiling model to Options > Cast Occlusion > Off ?
I was under the impression that if you do this, you don't have to render twice and composite.


Hmmm, I haven't tried that, Holmes. I'll do some messing with that. Thanks!
itsjustme
I tried some experimenting with having the ceiling set to "Cast Occlusion/Off"...I'll need to do some more experimenting to see if I can get better results than I have so far. Here's an image done using the previous method, so, the lighting is inaccurate, but it will show what's in the room at this point. Still a lot to do.


TheSpleen
Whats rendertime on all the chairs?
NancyGormezano
Since you are experimenting with AO & the ceiling, perhaps you might try FAKEAO to see how that might work? Won't be the same of course, but it's a quick test. I don't know if it would suit you, but you might see some possibilities to cut down on your render time.

I too am curious, what kind of render time are you getting ?

itsjustme
QUOTE(TheSpleen @ Apr 8 2011, 12:18 PM) *
Whats rendertime on all the chairs?


It took about thirty minutes for an AO render (plus about fifteen minutes for the ceiling render)...my laptop isn't the fastest. I rendered using v15 on a 32 bit OS as well. I'm thinking it would be a lot faster in v16 on a 64 bit system. Also, the backgrounds will get rendered once per angle instead of every frame...which should save time in an animation render.

The patch count for this room is 108,327 at the moment...of course, it'll end up being a lot more than that.
itsjustme
Here's a "take a breath" image before I model the sink...which will be added to the cabinets. The doors and drawers are rigged, there is an interior with shelves as well. When I get more modeled, I'll do some more angles. The lighting hasn't been put in yet, so this is an AO render with the ceiling removed.


robcat2075
Turning into a major work!
Shelton
Very nice detail
Zaryin
This is looking real good! Did you try using negative lights?

Jeff B.
itsjustme
QUOTE(Zaryin @ Jul 6 2011, 10:08 AM) *
Did you try using negative lights?


I haven't done any actual lighting yet, I'll be doing that once I get things modeled, Jeff. So far, I've only used AO to get a rough idea of whether the modeling looks the way it should.
itsjustme
Here are a few more images...the sink from above, the inside of the cabinet below the sink and a shot with all of the cabinet doors and drawers open. Lots more to do.


MJL
You are insane! (But in a good way. biggrin.gif)
jason1025
looking good
Paul Forwood
What? No waste trap?
Are you going to run fluid particles through your plumbing to check for leaks? wink.gif
Amazing detail, David! smile.gif
itsjustme
QUOTE(Paul Forwood @ Jul 8 2011, 04:06 AM) *
What? No waste trap?
Are you going to run fluid particles through your plumbing to check for leaks? wink.gif
Amazing detail, David! smile.gif


There's a single 'P' trap in the center...although I didn't make it with screw connectors. I copied it from an actual sink. And yes, I'm being a little ridiculous, but I'm leaving myself the ability to open those doors in future animations in the break room. At the moment, I'm planning on opening the refrigerator and at least two other things I haven't made yet.

Thanks for the encouragement Paul, Myron and Jason.
mtpeak2
Looks great, David! Looking forward in seeing it all textured.
TheSpleen
Wow! When completed this will be awe inspiring.
steve392
Lovely modeling David it looks so real
itsjustme
Thanks guys. I'm trying to power through the largest part of the modeling so I can get to lighting and texturing things...there are at least six more things to model before I get there. I figure that I'll probably keep adding little objects to make the sets look "lived in" as I go along as well.
mouseman
Out of curiosity ... Are there separate objects assembled in a chor, or are you modelling one big object for the set? Or modelling separate objects, and then importing them all into one object?

P.S. I am completely fascinated and in awe, but feel repetitive if I say that each and every time you post something new.
itsjustme
QUOTE(mouseman @ Jul 9 2011, 07:03 AM) *
Out of curiosity ... Are there separate objects assembled in a chor, or are you modelling one big object for the set? Or modelling separate objects, and then importing them all into one object?


When a model gets to around 10,000 patches, I start breaking it up into smaller models. In the break room, for instance, the cabinets are separated into upper and lower with the doors for each being separate models, the countertop and sink are a single model (2,282 patches), the floor (15,287 patches...it had to be a single piece) is separate from the baseboard (6,180 patches), the ceiling tiles are broken up into two models and the ceiling tile frame is two models. The refrigerator is actually a single model (7,657 patches).

Everything is then assembled in the Choreography. The easiest way is to model everything in the location it will be, at the moment I only have a couple of things that require Actions (chairs and tables, those are multiple instances of the same models).

QUOTE(mouseman @ Jul 9 2011, 07:03 AM) *
P.S. I am completely fascinated and in awe, but feel repetitive if I say that each and every time you post something new.


I have the same problem when posting to threads, especially when I can't find something to critique...I run out of ways to say how much I like it. I generally wait until a significant amount has changed before posting again.

When I post an update, I'm sort of making a mental bookmark for where I'm at on whatever it is...it becomes my "if things go wrong, I can always start over from this point". It's also positive reinforcement, showing myself how much I've gotten finished and the renders are made mainly to make sure I didn't miss anything...doubling as something I can post.

I appreciate any feedback or critique I get, but I don't expect it, Chris.
Shelton
Well said David. It documents from the start to the finish.

Steve
Walter Baker
WOW!
itsjustme
A little more progress...I have added a microwave and a quick trash can. Still more to do.


mouseman
Fabulous microwave! Now you're cooking! (Sorry, couldn't resist.)

QUOTE(itsjustme @ Jul 18 2011, 06:20 AM) *
Still more to do.
Some things for consideration (if you haven't thought of them already) ... Paper towel roll and holder? Some junk on top of the fridge? How about one of those plate domes that prevent food splatters for the microwave? A bottle of dish detergent and a sponge? Some copies of comics on the wall (I'd suggest Dilbert if it were a software development office)?

ETA: A box of Tim Horton's donuts. A newspaper. Some magazines. Coffee pot/maker. Tea bags, coffee stirs, sugar packets.
itsjustme
QUOTE(mouseman @ Jul 18 2011, 10:09 PM) *
QUOTE(itsjustme @ Jul 18 2011, 06:20 AM) *
Still more to do.
Some things for consideration (if you haven't thought of them already) ... Paper towel roll and holder? Some junk on top of the fridge? How about one of those plate domes that prevent food splatters for the microwave? A bottle of dish detergent and a sponge? Some copies of comics on the wall (I'd suggest Dilbert if it were a software development office)?

ETA: A box of Tim Horton's donuts. A newspaper. Some magazines. Coffee pot/maker. Tea bags, coffee stirs, sugar packets.


I'll be adding a lot more incidental objects as I go along, Chris. For now I'm just going to worry about a coffee pot, dishwasher, soda machine and television. Once those are finished, I'll light the room and start to texture what I've got. Then, I'll go back and add things as I make them.


----------------
EDIT
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I forgot to mention the light fixtures...those will need to be done before I light the set as well.
pixelplucker
Excellent models!
Vertexspline
Wow and more Wow.......very inspiring to see such great detail and care in your work..Amazing!
itsjustme
Okay, I'll dust a few things off in this thread and then post an update.

Here's the soda machine and approximately where it will be located in the break room.

I use these renders to find things that need fixing...the break room tabletop edge looks like it could use some tweaking in the shot of the room. I'll be going back and tweaking the modeling on everything just before I texture each object. At this point, I may see about lighting the room so that I can get a better idea of how things will end up looking and give some thought to the textures.

Lots more to do, of course.


robcat2075
I'm very impressed with the fit and finish.
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