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Fireplace

Responsible for All

Programs Used
- Maya  - Rendered in Arnold       - Zbrush      - Substance Painter

Final Renders

final.jpg
net.jpg
Base.jpg
plug.jpg
mantel.jpg

Research Examples

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fireplace_term_original.jpg
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Textures
Architecture 
Material Combinations

Process Work

Maya

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Base.jpg
  • Modeled the room first and unchecked Double Side

  • This lets the side facing the camera be transparent

  • Continued to work on the rest of the models

​       Hair and Cloth Sim

  • Used XGen to create broom bristles 

  • Used cloth sim for curtains 

Wire Frame Shot

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​ 

  • low poly 

  • curtain higher poly for sim

Zbrush

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  • Brought some models into zbush to model and retouch such as the Note and fireplace tools

 

EX: Zbrush

Substance

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EX: Early Color Coding  Process
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  • Color Coded to Prep for Substance

  • This process makes it easier to texture individual parts by either being able to do different textures on one model or bring in multiple models at once

  • Transferred to Substance to create textures

  • Importing back into Maya to apply textures

EX: Part Hand Painted Bricks

Lighting

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EX: Light Elimination and Build Up
  • Started with Skydome

  • but without a HDRI map

  • Added Area Light to the window with Directional Light for softer shadows

  • Focused in on different areas to show shadows in specific spots by layering lights

 

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  • Used a GOBO Light with blocks to replicate specific light patterns and emphasize the window shape

 

  • To recreate this room I matched up the window image and placed a glass window in front on a plane

  • Light linked to specific objects to prevent lights effecting the image but still allow it to effect the room

  • Used Light Blocker to darken some shadows

 

  • Rendered in Arnold

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