LEE KAI YUNG | 0318314

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    Measured Drawings, a module that aimed to help develop an understanding of the principle of building preservation or conservation and the methods of recording it in three documentation methods, measured drawings, written documentation and photographic documentation.

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  • Retreat house

    Studio 2 Final Project, Retreat House. In studio 2, the key emphasis is "User and Context", which investigate the relationship between user and natural environment.

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Friday, June 17, 2016

Computer Applications - Project 2b: Interior Renderings WIP 2

Project 2b: Interior Renderings Work In Progress - Photo 2

First, by moving the daylight to the bottom of the structure, creating a night scene.
Lighting. Under the "Lights", "Photometric" tab, add a "Free Light", and then place it under the lamb. 
Under the modifier list, First set the Shape/Area Shadows to "Sphere", then use the scaleing tool make it a oval shape, and pull it longer towards bottom so that the light shine till bottom. In the Color tab, set the Filter color to yellow, and set the Intensity to as high as possible for more lighting. Then in the "Far Attenuation", tick both Use and Show and set it to 4000 and 5000 to create a fading effect. 
Copy the Free Light by instance, so the setting will be same and place it under all the lamb.
Test rendering of the light.
For the light of the room, using "Target Spot" under "Lights", "Standard" tab. Increate the multiplier to 50000 for more lights and change the light colour to yellow. Then place the target spot light on bottom of the ceiling. 
Copy and paste the light.
Test rendering.
For the lamb on top of the mirror, I'm using "Free Light" and set the shape to rectangle and place it right under the lamb area. Same setting but the colour is set to white colour.
Test rendering.
on the left side of the wall there is a corridor. Adding a "Free light" in rectangle shape, place it at the area behind the camera, act as a effect of emmiting light from the area.
Test rendering, the wall on the left side is brighter now.
"Free light" is added again in rectangle shape place underneath the basin table to brighten the area under the basin.
Another "Target Spot" is add on top of the basin to brighten the area.
For better lighting effect, a "Omni Light" is addead to the area. Using the "Far Attenuation" to set the area of the light effect. It is place right in front of the mirror and on top of the basin.
Test render with only the Omni Light.
Final outcome.


Final Rendering

Link to the picture, Click Here.


Computer Applications - Project 2b: Interior Renderings WIP 1

Project 2b: Interior Renderings Work In Progress - Photo 1

Using Free Camera to setup a view angle for easy edit and rendering later.

By lowering the sun angle, for a darker sky and dim light effect as well as pulling the shadow longer, this give a dawn feel.
Adding "mr Sky Portal" under the Light tab, Photometric. This helps to multiply the amount of light entering to the building. Adjust the size to suit the opening window, and then put it inside the room. Set the multiplier to 4.0 and set the colour to light yallow for more realistic lighting.
The different between the light. Left side is with mr Sky Portal which is brighter, and right side is without.
Another two mr Sky Portal is added on the outside of another building, this is to multiply the light that hit the walls.
A "Free Light" is added, under the Light, Photometric tab. Changing the shape to "Shpere", and set the intensity higher to 10000. Then using scale to change the shape that suit the lamp. 

Holding Shift and move the Free Light to copy, Object set as "Instance", so when the setting of light is change, other will follow as well.

Position the Free Light in all the lamp.
After rendering, save the picture as .TIF file type so when open with photoshop, the sky backgroup will appear as empty. This way it is easier to edit.
By pasting a sky picture on the backgroup to replace the sky. The layer is placed below the picture layer.
Create a new empty layer, its better work on multiple layer than in the picture layer. Using "Magic Wand Tool", set the tolerance to 20, and select the sea area. Using "Eyedropper Tool" to select the colour of the sky, and using "Brush Tool" to paint the water, making it liek reflecting the colour of the sky.  
Next is to create a light beam effect. On another layer, using "Polygonal Lasso Tool" to select the area which lights come in.
On the layer, on bottom right side, in the "Create new fill or adjustment layer", add "Curves" to the layer. Then set the curve to brighter level. Next under the "Filter" tab, go in to "Blur" and add "Gaussian Blur". Set the radius to higher level, this gives a bluring effect on the edge of the layer.
Using the same method, another layer of light is added on to create better lighting effect.


Before and after editing.

Final Rendering

Link to the photo, Click Here.

Monday, June 6, 2016

Computer Applications - Project 2a: Exterior Renderings

Project 2a: Exterior Renderings

Computer Applications - Project 2a: Exterior Renderings WIP

Project 2a: Exterior Renderings WIP

Materials for fixed windows from 3ds max, for slot 1, 2, 4 and 5 is for the frame which is aluminium with reflective surface, and slot 3 is the glass, a transplarent material. Then the material is then being applied to the window object.
Material for walls. Using arch and design, and assign the bitmap with material picture, by tuning the setting such as reflective and bump to make it more realistic. After appling it to the object, add "UVW Map" from the modifier list, set the mapping to "Box" so that the material is in all 8 direction, and then by changeing the length, width, height, U/V/W tiles to suit the scale or size. In this case, I'm tuning only the lenght,width and height to match the scale.

Another material, brown brick texture, by using the same UVW map method to scale the material. This method is being used to apply all the materials. 
After assign all the materials. 
A slightly reflective polished concrete texture for the pillar, give a shinny finishes by adding reflective. For the pillar, the mapping i using is cylindrical, the mapping must suit the shape of the object inorder to get a nice texture.
Rough grey concrete finishes for the roof.


By using the "Gizmo" under the UVW map, adjust the angle of the material, like shown in the photo, from horizontal to vertical.


In this stage, camera angle is added.
Sunlight is added to the side to gives the light and shadow effect.

Tree and grass model which can be downloaded from internet are import into the model, with tree barks and leafs texture. 

For the garden that I have in the building, using the uvw map again, add grass texture into it, on the left is which grass texture and on the right side is without.

Grass model is added in for more realistic.
For the terrain, using plane and Edit Poly to create.
After create a plane, set the "Length Segs" and "Width Segs" to as high as possible, Im using both 100. Next, in the modifier list add "Edit Poly". By selecting "Vertex", then in the "Soft Selection tab, adjust "Edge distance", the higher value the smoother the edge. Then im using the "Paint" to brush out the surface that i wan to edit, orange colour is the area that i've selected, thne by using move, move the plane upwards or downwards to create a terrain.
A box is added to the terrain as sea by adding water texture, this is the outcome.
In the Environment and Effect option, a sky picture and imported into the "Envirconment Map > Bitmap", as the background of the sky. 
Plants is added to finish the terrain, there is not much plants being added because it causes lags and making the file become heavier.

Render Picture

Bird Eye View
Link to the picture, Click Here.