How did I deal with…?

Modeling an Architectonic Interior for Render Time Using Maya

The goal of this project is to render 2 camera travels inside a room, in a house of contemporary style. Here you can watch both shots after post-production:

Environment interior 2 shots Environment interior 2 shots
Environment interior 2 shots after post‑production.

Pre‑production

We are counting on a finished pre‑production, including storyboard, animatics, concept art, etc. But most important is having a floor-plan and elevations:

Interior floor plan and elevations Interior floor plan and elevations
Interior elevations and floor-plan.

If you want to see examples of pre‑production and/or specific prepping information for environment projects, please click on the following cards:

Level layout for video game
Level Layout for Video Game

Drawing a Level layout for a video game as part of the pre production process, using CAD floor plans and elevations and blocking out the level in 3D.

Establishing guidelines for real time pipeline
Guidelines for Real Time

Establishing guidelines for a real time 3D production pipeline. Research, One Page Design, developing environment, characters and programming interaction.

Developing 3D production pipeline
Developing 3D Pipeline

Writing a 3d production pipeline for render time, including pre‑production, production and post-production.

Modeling

Once floor-plan and elevations are in position, I'm drawing polygons on the main wall marks and extruding them upwards:

Adding gaps for doors and windows Adding gaps for doors and windows Minimum quads count method Minimum quads count method
Adding gaps for doors and windows and applying the Minimum Quads Count method.

Once the walls and floors have enough detail, I can can start furnishing my interior. I'm modeling every piece from scratch, sometimes using polygons, but also NURBS Surfaces:

From modeling to composite From modeling to composite
From polygonal meshes and NURBS surfaces to composited render frames.

With my models approved, I'm opening UVW and proceeding to texture. For information on the next step – Rendering – click on the following cards:

Rendering interior environment
Rendering Interior Env.

Rendering an interior environment through animatics and concept, HDRI lighting, texturing, simulating VFX with Maya Nucleus, rendering EXR, Nuke comp.

Texturing buildings for real time environment
Texturing Buildings

Texturing buildings for real time environment, modeling and UVW in 3DS Max, hand painting textures, applying to materials.

Compositing
Compositing Short Film

Compositing short film using Nuke by rendering EXR and grouping background, character, volumetric lights, simulations and optical effects.

Rendering prop asset
Rendering Prop

Rendering and Compositing a Prop Asset Skateboard Bag, Using Maya, ZBrush, Mental Ray, EXR, and Nuke.

And further, for insights in Visual Effects (VFX) implementation:

Simulating visual effects for environment
VFX for Environment

Simulating nParticles and force fields in Maya for an exterior environment including wind on vegetation, air particles, volumetric lights and water.

Visual effects fluid injection
Simulating Fluid Injection

Simulating a fluid injection for a shoe sole using nParticles in Maya. Understanding the briefing, developing simulation tactics, caching and rendering.

Visual effects workflow
VFX Workflow

Letting animated characters drive VFX using Maya Nucleus, including flexible cables, molten metal, smoke, sparks, and optical effects.

Simulating clothes with nCloth
Simulating Clothes

Simulating clothes using nCloth in Maya. Mesh with motion capture drives dress & necklace. Cached shirt simulation drives a vest.

Find in Modeling Architectonic Interior

Discover 3D Skills