Making Of 'The Yellow House'
Hello friends. Based on my work 'The yellow house', I have tried to sum up how it was created. It consists of 3 parts: modelling, texturing and rendering.
1. Let us start by drawing a 'plane' with the same measurements of the house and then let us convert it to an 'editable polys'. If the house is not going to have a square shape, then let us define the 'faces' that will signify the walls.
2. After having deleted all the unnecessary 'faces', let us click the surface and use 'inset' to specify the thickness of the walls.
3. Now let us click the surfaces we created with 'inset' and 'extrude' until we reach the height we desire for the ceiling.
4. For the windows and doors, let us draw boxes. After having placed them, let us 'attach' them to each other.
Let us click the wall and use 'boolean' to create the window and door holes. Let us then switch it to poly and after having used 'boolean', let us delete the unnecessary 'edges'.
Where the windows are concerned, let us cover the gap between the outer and inner wall using 'bridge'.
5. For the building stone of the house, let us 'extrude' the bottom of the house down. Then by choosing the side or frontal view, let us 'extrude' these outwards and specify the thickness of the building stone.
6. To form the building stone around the window, lets us first draw a box. Let us add a few 'faces' to the box, then let us deform some parts of it manually. After that, for the sides to not be too soft, we apply 'chamfer' and add 'smooth'.
For the boxes which we have added 'smooth', we use the 'noise' modifications to deform them.
7. Let us copy these boxes to the other sides of the window. But in order for them to not appear identical, let us reverse some of them and change the 'seed's in the 'noise' modifications.
8. Later let us change the 'seed' values of the boxes surrounding the other windows and copy them.
9. Later let us change the 'seed' values of the boxes surrounding the other windows and copy them.
10. Let us form the stairs by using a few stones, by first manually deforming them and then using 'smooth' and 'noise'.
To give a 'worn down' look, let us make the middle collapse a little.
11. Let us add columns to the corners of the house and by adding a little 'chamfer', let us smooth the edges.
12. For the bars at the window, we use 'line'. For the bars in the middle, let us curve the bottom edges into a semi-circle. For better results, you can draw a cylinder and model the bars from it.
For the bars on the sides, let us curl them inwards to seal them. It will be easier to model these bars by using a cylinder.
Now let us create the frame and the iron pieces that hold the bars.
After we have done this, instead of using 'loft', let us choose the 'enable in render' and 'enable in viewport' options from our 'line' properties.
And let us also choose 'rectangular' and adjust the thickness of the bars. Then let us group them and copy them onto other windows
13. When drawing the windows, let us draw a box and let us select two opposite surfaces (both front and back), then by using 'inset' let us create a 'face' towards the inside. Let us delete the 'faces' already on the inside and with the help of 'bridge', let us connect them with the opposite side and let us not forget to add 'chafer' to the sides. I do not see the need to add more details to the windows.
14. After having created the glass for our window, let us then copy them to their places.
15. When drawing the ledges on the roof, let us first draw the outline and then with 'extrude', let us stretch them outwards.
You can also out the ledges in the middle of the roof.
16. To create the roof, let us the draw a 'plane' the same as the one used for the floor and let us divide this 'plane' into 'faces' according to the roof's structure. Let us select the points that will become the very top of the roof and pull them upwards.
17. First let us choose the flat parts of the roof and 'connect' them together. While doing this, let us not forget that the space between the 'faces' need to be the size of a roof tile.
18. After having created the glass for our window, let us then copy them to their places.
19. Apart from the edges at the very sides, let us select all the remaining edges and let us open some space between them by using 'chamfer'.
20. Let us 'extrude' the polygons within these spaces
21. Later, like in the picture, let us select the edges and 'connect' them. (connect = 1).
22. Then let us select the points at the very end parts of these new edges and pull them down.
23. Now let us choose the length of the roof tiles by using 'slice plane' and create new edges
24. Starting from the very top, let us 'extrude' the pieces row by row downwards.
25. After we have 'extruded' every row one by one, our roof should resemble the one in the picture.
26. To draw the rain troughs, let us draw a 'line' around the roof and then draw the trough lines by using 'line' as in the picture. Let us choose its thickness by using 'out line'.
27. Let us use 'loft' to create the rain trough.
28. By using 'line' again let us create the rain pipe and while drawing with 'line', let us not forget to select the 'enable in render' and 'enable in viewpoint' options under 'rendering'.
29. When creating the iron bars, we can use the same technique which we used while creating the bars for the windows.
30. Let us first draw the door design when creating the door. Let us draw a box the size of the door and let us convert it to 'editable poly' mode. Then let us select the edges on all four sides and use 'connect'.
31. With the diamond shape that has now appeared, let us choose two sides of the diamond and let us also choose the parallel edges and use 'connect' again. (I used connect = 4. You can change it according to the size of the diamond shape you desire by increasing or decreasing).
32. Later let us choose all the remaining sides and 'connect' them.
33. As in the picture, let us choose the first diamond shape that appeared at the beginning and all the edges inside it. Let us then apply 'chamfer' on them.
34. Then let us choose the polygons between the edges that we applied 'chamfer' on and let us extrude them.
35. After having applied 'extrude', let us click 'grow' and then choose the sides of the polygons that we had 'extruded'. Let us then choose 'detach'.
36. We have completed the ornament for our door. Now let us create the door itself and attach the ornament on it.
37. To create the lamps, let us draw a hexagon and then by using 'scale' let us make the bottom part smaller.
38. Let us select the side surfaces and apply 'inset'. While doing this, let us not forget to select the 'by polygon' option.
39. For the surfaces that we used 'inset', let us 'extrude' them inwards.
40. Let us shape the top and bottom parts by using 'extrude' and 'inset'.
41. To add details to the lamp, let us attach the pieces we have drawn with 'line'.
42. As shown in the picture, let us drawn the lamp support on which the lamp is attached to with 'line' again.
43. To draw the tree-like object in front of the house, let us use 'line' again. Let us draw the branches with 'line', 'attach' them together and convert it to 'poly' mode.
44. Let us select the branches that will have leaves on them and copy them as a separate object.
45. Let us draw a 'plane' and cover it with leaves and by using 'scatter', let us copy them onto the branches. For using 'scatter', I have used the setting above.
NOTE: When using 'scatter', if you bring your pivot even to the corner of the 'plane', 'scatter' will use its old pivot. That is why we place the object at point '0' and by choosing all polygons, we manually carry the place we desire as the pivot center to point '0'.
46. While modelling the bench, 'line' and 'extrude on spline' can be very helpful. By using 'extrude along spline' you can create a good deal of complicated objects
47. For the wall behind the house, let us deform it a little manually and then, let us add clay tiles on it and then multiply them in number.
48. Concerning the stone tiles on the ground, let us apply 'chamfer' to the corners and then delete the surface underneath. This helps us to save polygons, even though very little.
After this, let us apply 'noise' onto the stone tiles and then copy them
49. We can add little details like bending the sides of some stone tiles downwards
50. Last of all, let us place a few broken clay tiles underneath the rain pipe
When the modelling is done, it should resemble the house in the picture below.
Preparing the leaf material - Let us texture the 'plane' with this texturing and by using 'opacity map' let us show it as a leaf. Let us give it a little 'reflection
Preparing the wall material
Blend Slot1 : Blend2 ---------Blend2: Slot1: Plaster
Slot2 : Moss Slot2: Brick
Slot3: Mask Slot3: Mask
Preparing the corner column material
Preparing the concrete material - Let us give a little 'reflection' and decrease the 'glossy' for specular
Preparing the sidewalk stone material - To prevent obvious repetition, let us group the sidewalk stones and use one UVW map
Preparing the iron material
Slot1: As black diffuse and bump, let us use 'noise'
Slot2: Rusty metal
Preparing the tree branch material
The bottom of the wall and the bump in the garden - To prevent obvious repetition, let us group the sidewalk stones and use one UVW map
Preparing the ledges under the roof materials
Preparing the sidewalk material
Preparing the garden all material
Preparing the tile materials
Bench - wooden material
Slot1: Clean wood
Slot2: Aged wood
Preparing the door and window materials
Preparing the materials for the diamond shape on the door
Preparing the asphalt material
Preparing the weed material on the side of the road/walls - Like the leaves, let us coat the 'plane' and when copying the 'planes', to prevent repetition, let us increase/decrease their size with 'scale'.
Preparing the tree materials
Preparing the table and chair materials
Slot1: Clean wood
Slot2: Aged wood
Preparing the rain pipe material
Suggestions - note: All of the coatings are 'Vray' material. By playing with the 'glossy' and 'reflection' values, you can create more realistic texturing
For example; by increasing the 'reflection' values and changing the 'glossy' values between 0.9 and 0.95, you can achieve a different render
In the third part called 'render', we shall use the 'V-ray' render motor.
Placing the Light
1. Let us turn off 'default lights' and thus leave no lights that we haven't specificed on the scene
2. Let us select 'adaptive subdive' and prevent 'antialiasing' from creating any problems. If the size of the render increases or if by any reason 'antialiasing' should create problems, let us then increase the values.
3. As a 'antialiasing' filter, we select 'Catmull-Rom'. This gives us the
opportunity to get a more clear render.
4. Let us activate 'GI'
5. Since I used 'direct light', I had no shadow problems and for that reason I selected the 'low' option on the 'irradiance map'.
6. The 'HSph subdivs' and 'Interp subdivs' options prevent the 'smoky' (or whatever it is called) effect that appears on the render.
7. By clicking the options shown by the number 3 on the picture, we can see the 'prepasses' during the render process.
8. If we want to change the place of just one model or add a few more details and render again, we can save the 'prepasses' by selecting 'save to file' in the 'irradiance map' section.
We can access the saved file by clicking 'browse...' but to use this, we must select the 'from file' option first.
9. From the 'environment' section, let us adjust the 'sky light' values
'Direct light' adjustments
10. Let us activate 'shadows'.
11. Let us adjust the light values.
12. Since the light is sunlight, let us make it somewhat reddish.
13. We can adjust the intensity of the shadows in 'shadow parameters' section. Since both my light sources lighten up the shadows, I increased the shadow intensity.
14. Let us select 'invisible' and thus prevent the light source from being seen during render.
15. Let us adjust the light values.
16. To give some brightness to the scene, let us add some greenish colour to the light.
Good luck everyone. I hope this has been a helpful lesson for you all.