Making Of '3:00am'

This Overview is about the 3.00am picture which Sebstian Nöll and me (David Kötterheinrich) created for 3dTotal.

While we had already created an indoor scene a few months ago ("room for two" which you can find on the great "Total Textures 13"), we wanted to create another, more 'filled' scene, since "room for two" was pretty simple and kind of... empty. Sebastian had the initial idea for this new scene; he wanted to create a room with a photo-wall. As he told me about that idea, I was excited and added a few more ideas. We then sat together and started working on it

Modelling

This is the Lighwave OpenGL Camera view. As you can see, the modells are pretty simple. Every part of the scene is modelled from a primitive.

The Balcony - simple tubes on a subdivided, then beveled floor

The Balcony - simple tubes on a subdivided, then beveled floor

The Cup and cigar. Beveled tubes

The Cup and cigar. Beveled tubes

Furniture - box modelling rules

Furniture - box modelling rules

Fig 07 d_lights=.jpg

Fig 07 d_lights=.jpg

The "mood"-lights, as Sebastian called them. Boxes, subdivided

Fig 08 d_photolights=.jpg

Fig 08 d_photolights=.jpg

The lights that lighten the photo

I think it's very obvious why I called the models simple. The room itself is a simple box with polys flipped inwards. The carpet on the floor is also a simple box-model.

Texturing & Lighting

Let me start with one of the most significant parts of the scene - the so called "mood"-lights on the left side. While the modelling is simple, the texturing relies on the incidence angle of the camera. It took us a lot of fiddeling to get them look right, to have them bright enough while not loosing shape, and still to appear warm.



The texturing of these lights are all the same, only the colour was changed. They have slight specularity on them, but the main trick is found in the Diffuse and Luminosity part of the texture

As you can see, it's basically colour with some specularity and gloss on it

combined with this Luminosity texture. It's dependant on the incidence angle

And here it's basically the same

The Ground

Fig 15

Fig 15

3DTotal Texture

Fig 16

Fig 16

modified in photoshop
This is the Colour channel of the Ground-Texture. We took one of the 3dTotal textures and wanted to make it look as if it was Marble

For the Specularity channel, Sebastian simply increased the contrast of the modified Colour Texture and lowered it's brigthness. For the small bump we simply used the 3d Total Bump Texture which belonged to the initial colour map

The Furniture

For the wood texture, we also used a 3dTotal texture as basis, but modified it again in Photoshop with the help of a gradient map. Sebastian really has a hand with those Gradient Maps

Fig 18

Fig 18

colour adjustment with a dark brown gradient map

Fig 19

Fig 19

Before

Fig 20

Fig 20

After



This map was then used in the Colour channel

Since the Colour maps are pretty simple, I won't go into detail here. Then only 'special' thing about the textures of the furniture is the reflection map, which has once again a incidence-angle applied to it.

The Carpet

The Carpet is a Lightwave-only texture done with proceduals only. As you can see, only proceduals in every channel

We also used this texture for the top of the room. Did you notice?

We also used this texture for the top of the room. Did you notice?

The Cushions

For the Cushions we used the textured we had once created for "room for two" (check Total Textures 13). The bump map was used in Specularity (50%), Transluency and Bump channel.

The Fan

The fan is also a simple primitive, modelled from tubes (for the base) and boxes (for the fans). The texturing is Lightwave-only.

The Windows

The Windows are... well, transpartent. :D And they are once again Incidence Angle dependant

The Lighting

The Lights in the room come from severl sides. Firstly, we have the 3 "mood"-lights on the right side. To make them cast light into the room, we added an area light to each. The Green mood light has a green area light attached to it, the blue, middle one a blue area light, and the red one a red area light. Since area lights are very strong, we set them to about 33% to 36% Intensity - we only wanted them to lighten the room and not be noticeable as area lights them selves. These lights cause light to be everywhere in the room. To make the area in front of the lights look even more brighter and warmer, we added another light each to every "mood"-light-model. This second light is a simple point light with 44% intensity and the colour set to the according "mood"-base. Since we only wanted to affect the area right in front of the wall, these lights were moved a bit away from the wall and it's range was set to about 2 meter around themselves. You can see these Lights in the OpenGL shot at the beginning of this Overview.

The second lightsource(s) in the room are the Spotlights right beneath the Photo-Wall. Sebastian's inital idea had only a few spotlights in it, but to make it look 'bigger' we added more. These lights are Spotlights with a very strong intensity (500% each) and a range of 5.55 meters. The Colour is lightblue, since Sebastian wanted them to look as if they were halogeneous Spotlights.

Well, I think that's everything interesting about the creation of the picture. If you have any further questions, you can contact us via our website. Thanks to 3dTotal for the great patience and for the great Textures they provided. It was great fun.
 
Sebastian Nöll & David Kötterheinrich

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