Learn how to create a winning arch-viz image
Find out how freelance 3D artist Matus Nedecky created this gorgeous arch-viz scene called ‘Modern Sleep Unit’ using Photoshop and 3D software…
Freelance visualiser Matus Nedecky won Image of the Week on the Vismasters.com blog with his ‘Modern Sleep Unit’ design in 2011. Read on to find out how he created the winning image…
Visual artist Matus Nedecky won Vismasters Image of the Week prize with this image
The inspiration behind the model by visualisation artist Matus Nedecky was the lack of sleep in a modern world.
Nedecky explains that the Modern Sleep Unit comes from his vision of the future: “There will be more and more people trying to live in post-industrial buildings, in large halls, which are not working as productive industry items anymore.
“Many of these would be used as studios for artists, photographers, and others. Architects, designers and students work many more hours than other professions.
“Many times, they stay in the office over night just to be ready to work from early morning before tight deadline.
“Sleeping under the desk was necessary from time to time in the architectural studio I worked a few
years ago. I believe, this solution would be the best for people like me.”
Below, Nedecky runs through the creation of the model and its insertion into the scene in his own words:
I work in Rhinoceros – an awesome 3D NURBS modeller, and for rendering I use V-ray for Rhino.
The style of modelling that comes from using NURBS geometry enabled me to create freely and independently any number of subdivisions.
Working on soft and organic models became a passion for me immediately after my first model in this software.
First off, I created 2D planar drawings of the sleep unit out of the curves. Front and right views were enough for me.
Then I pushed and pulled control points of these curves to match both views in 3D space.
I did it a few more times, until I was completely satisfied with the shape of the unit and with the smoothness of the curves.
In this workflow I chose to cut and blend surfaces, instead of creating them at the first hit, like I do for architectural visualisations.
In the Sleep unit project, there aren’t any planar surfaces. Sides of the unit are convex, which was confusing for many artists who saw the image and thought that the reflections made in the post-production process were incorrect.
I had to persuade these people that reflections do not work the way they imagine.
I created my workflow on a basis of creating border and section curves and then I used them to model organic surfaces.
The most used command in Rhino was the Curve Network for creating surfaces out of these border and section curves.
On one side of the unit, I created an opening and closing desk for a computer and a few shelves for personal stuff, such as books, WIP projects, sketches etc.
Wireframe and Rendered viewport:
On the other side of the unit I made a sliding door as an entrance to the interior of the unit.
Shaded and Rendered viewport:
For the environment, I used a garage HDRI map, which was mapped onto the sphere surrounding the whole unit.
I could then see the final composition and a relatively detailed final render – excluding reflections, glows, etc. straight from the live viewport.
As I was rendering the unit in the HDRI environment, I was able to decide whether to make shadows on the ground using V-ray Sun, or to make them in Photoshop.
As I am trying to work more within Photoshop, I decided to use only the HDRI to light the scene and then, in post-production, draw shadows, glows and flares using my tablet.
The quick 3D overview is done. V-ray rendered several channels for me, for example Raw GI, Reflections, Lights, Self illumination, Total Light, Render ID, Z-depth.
I used these channels and their blending modes in Photoshop to enhance the overall feeling of the image.
This is the final render without any post-production, so you can see how useful Photoshop was.
First of all, I had to remove unnecessary light from the background image:
Using self illumination layers three times stacked over each other, I enhanced the light coming from the wheel circles and made glow effects using the Blur tool in PS.
To give some depth to the scene, I drew some glow over the top part of the unit:
I then drew some more glow all over the render to bring together any parts that are broken apart.
The flare effect caused by the Sun reflection was added using PS brush.
For me, colour balance is one of the most important PS tools in post-production process. It is able to create any mood you would like to have on your visualisation.
I personally prefer using some warm colours, mostly orange.
Levels, Contrast, and Curves were then used to add contrast to the image and to enhance final colours.
And again: the final image…
See more great artwork by Matus Nedecky at www.matusnedecky.com.
on Thursday, July 5th, 2012 at 12:49 pm under Showcase, Visualisation.
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