创建一个arch-viz场景

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鏉ユ簮: xiao_q 浏览 2712 日期 2017-06-02 0

如何创建一个获奖的建筑可视化是一个很难回答的问题。那是为什么?这篇文章中的所有图片都来自Double Aye。 他们有一些惊人的工作,不仅推动了可视化行业,而且展示了我在文章中提出的很多观点。

How to create a winning architectural visualization is at first glance potentially quite a difficult question to answer. Why is that? Just to note that all of the images in this article are from Double Aye. They have got some amazing work which is not only pushing forward the visualization industry, but also illustrates many of the points I make in the article.

The curse of premade props

There are a huge number of free and paid for 3D models out there. The provision of off the shelf resources has really exploded in the last 4 or 5 years. Much of it is free, even for commercial use, and so there has been a major uptake in their use. This is all well and good because it speeds up the workflow. The curse is that you run the risk of your scenes looking the same as many other artists! Where possible try and create your models from scratch. A lot of work but often worth it.

预制道具的诅咒

有大量免费和付费的3D模型在那里。 过去四五年来,提供现货资源真的有所爆炸。 其中大部分是免费的,即使是商业用途,因此在使用中已经有很大的吸引力。 这一切都很好,因为它加快了工作流程。 诅咒是你冒着与许多其他艺术家一样的场景的风险! 尽可能尝试从头开始创建模型。 很多工作,但经常值得。

Work on your composition

The layout and composition of your scene will go a long way to communicating your design and your vision behind it. Take care over the way things are laid out. That means that you'll need to get used to set dressing your scenes, not just randomly placing objects here and there, but making it believable and making sure there are reasons behind why objects are placed in a certain position.

整理你的作品

您的场景的布局和组成将有很长的路要传达您的设计和您的愿景背后。照顾好事情的安排。这意味着你需要习惯于设置你的场景,不仅仅是随意放置物体,而且要使它可信,并确保物体放置在某个位置的原因。

Avoid anything that detracts

You'll also want to avoid anything in your scene that detracts from the quality of your image. So, if you've got a model that you know is just not up to scratch and it's really obvious. The rest of your scene is top draw but this one model and maybe its texture is just really lacking. If that's the case either improve that model or just remove it from your scene. You'll want to make sure that everything in your scene ties together well. Make sure your textures also sit together well. There's not much worse than a single texture that screams out ‘amateur' when the rest of the scene is so good.

避免任何减损的东西

您还将避免在场景中损害图像质量的任何内容。 所以,如果你有一个模型,你知道只是没有划伤,这是非常明显的。 你的场景的其余部分是顶尖的,但是这个模型,也许它的纹理只是真的缺乏。 如果是这样,可以改进该模型,或者将其从场景中删除。 你会想确保你场景中的一切都很好地联系在一起。 确保您的纹理也很好地坐在一起。 没有比单一的纹理更糟糕,当场景的其余部分如此好时,它会尖叫出“业余”。

Use camera angles that communicate emotion

Often the following advice is given: "Use creative camera angles” but what does that even mean? Let me put a little flesh on the bones and even give you a better idea of how to use camera angles effectively. Watching and studying films is probably the best way to do this. The best directors use camera angles that communicate the emotion they are trying to convey. So why not going and watch a film or two and write down how the camera angles make you feel!

使用传达情感的相机角度

通常会给出以下建议:“使用创意摄像机角度”,但这甚至意味着什么?给你一个更好的想法,如何有效地使用摄像机角度。观看和学习电影可能是 最好的导演使用摄像机角度传达他们想要传达的情感,所以为什么不去看一两部电影,写下相机的角度如何让你感觉到!

Attention to detail

When putting your scene together, and especially in the modeling and texturing phases of your workflow, it is important that you give a lot of attention to detail. Where possible try not to cut corners or to rush the process. Artists like Bertrand Benoit are famous for putting the extra effort into the modeling and texturing of his scenes and it really pays off. That being said, you'll obviously need to work out where the payoff is for the time you've taken.

注重细节

将场景整合在一起,特别是在工作流程的建模和纹理化阶段,重要的是您会非常重视细节。 在可能的情况下,尽量不要削减角落或者赶上这个过程。 像贝特朗贝诺伊(Bertrand Benoit)这样的艺术家以为场景的建模和纹理进行额外的努力而闻名,这真的是值得的。 话虽如此,你显然需要找出所付出的时间。

Be yourself

This is probably the best advice I can give you. You've just got to be yourself. Be a voice, not an echo. Sure, grab inspiration from others but try to avoid copying! There will be elements and styles that you might want to borrow from other artists but try as much as possible to do your own thing. This will take courage and boldness but there is nothing better than knowing that what you've created is unique to you. Be free!

做你自己

这可能是我能给你的最好的建议。当然,从别人那里得到灵感,但是尽量避免抄袭! 将会有元素和风格,你可能想从其他艺术家借来,但尽可能多地做自己的事情。 这将是勇气和勇气,但没有什么比知道你创造的是独一无二的。 是自由的!

Do something different

Following on from the last point a little. When you create something try and create something that is different. Far too much arch-viz is very samey and to a certain extent this is unavoidable. I so love seeing work that is different because it's new and fresh. If you want inspiration then I would encourage you to look at other art forms outside of arch-viz. This will help you stand out and apart.

做一些不同的事情

从最后一点继续下去。 当你创造一些尝试创造不同的东西。 太多的arch-viz是非常相似的,在一定程度上这是不可避免的。 我喜欢看到不同的工作,因为它是新鲜的。 如果你想要灵感,那么我会鼓励你去看看其他的艺术形式。 这将有助于您脱颖而出。

Have a style

As you grow as a 3D artist you'll do well to develop your own style. It's not to say that all of your work has to look the same but every great artist has a style. It sets them apart and the viewer knows whose work they are looking at. This might be something that takes years of crafting and refining but it's definitely something to aim for.

有风格

当您作为3D艺术家成长时,您将会很好地发展自己的风格。 不是说所有的工作都要看起来一样,但是每个伟大的艺术家都有一种风格。 它将它们分开,观众知道他们正在看的工作。 这可能需要多年的制作和精炼,但这绝对是一个目标。

Bring personality into your scene

Far too many visualizations are technically brilliant but they lack any sort of personality and emotion. They can be appreciated for how well they've been put together but they're not causing me to be moved or to contemplate and think about what it's communicating. Bringing personality such as people, or playfulness can really bring a visualization alive. You may also want to communicate negative emotions and I would encourage you to play with that if it suits the mood you're going for.

将个性带入您的场景

太多的可视化技术在技术上是辉煌的,但他们缺乏任何形式的个性和情感。 他们可以欣赏他们已经被放在一起,但他们并没有使我被动员,或考虑和思考它的沟通。 带来个性,如人,或玩具,真的可以带来可视化。 你可能也想传达消极的情绪。

Aim for the best quality

Hopefully this one goes without saying but obviously, it's important to aim for the best possible quality. This is especially true if it's a portfolio piece and you're trying to put it into a gallery. There is such a huge amount of incredible quality work out there that you've got to do something that really stands out to get accepted in. It's worth taking longer over a piece to make sure it shows off your skills to their maximum.

瞄准最好的质量

希望这个不用说,但很明显,重要的是尽可能的品质。 这是一个特别的事实,如果它是一个投资组合,你正试图把它放在一个画廊。 有这么多的令人难以置信的质量工作,你必须做一些真正突出被接受的东西。值得花更长的时间,以确保它显示你的技能到最大限度。

Conclusion

Hopefully that's been a helpful overview of some of the things to think about. Most of them can be boiled down to thinking about why you're doing each thing. It's always good to have a motivating reason for why you're setting up a particular camera angle or even why you're placing an object in a certain position. This will go a long way to helping your visualizations be believable and will give them a huge amount of extra credit with the view. But this list is in no way exhaustive; why not add your own thoughts in the comments below.

结论

希望这是一些有用的概述。 他们中的大多数可以煮熟,想想你为什么要做每件事情。 有一个激励的原因总是很好,为什么你设置一个特定的摄像头角度,甚至为什么你放置一个对象在一定的位置。 这将大大有助于您的可视化是可信赖的,并将给予他们大量的额外信用。 但这份清单并不详尽; 为什么不在下面的评论中添加你自己的想法。

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