Making of Nordic House

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I.- Introduction My deepest appreciation to the organizers of “Primer concurso Latinoamericano CG” (First Latin-American Contest CG), special thanks to Eddy Guzmán for having the initiative and making this contest a reality. It is a real honor for me to have been selected first place winner from such a prestigious jury; Julio Lazarte, Juan Carlos Ramos, Thi Lima, Iván Guillén, Javi Martínez and Ricardo Ortiz.

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II.- Inspiration My inspiration for this project came from Nordic architecture. I have a special love for cold weather, clean and somber environments. This is an architecture I have worked with for some time and one that I constantly strive to improve on in my renders.

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III.- Modeling Process These are the basic settings for my scene; I normally use LWF (Linear Workflow) in my work.

The base model for the house is Eddy Guzman´s authorship and was provided by him for this contest.

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My contribution to the base model was in working the small details. I used basic poly modeling techniques; extrude, inset, chamfer. The exterior walls are made out of boxes with a small chamfer on the edges.

Same techniques mentioned above were used in modeling the other details.

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To model the windows I used sweep modifier and as a profile I used the shape you can see in the picture below.

To model the exterior and interior floors I used the “floor generator” script. It is very easy to use and you can download it for free at www.cg-source.com. There you will also find various tutorials that will show you how to use it.

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The snow and ground I modeled by using a plane to which I applied extrude and deformed it using 3DS Max Paint deformation tool.

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The vegetation I used comes from the R&D GROUP and EVERMOTION libraries.

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IV.- Texturing

The material for the exterior walls is a VRayBlendMtl made by two wood materials, one dark and another lighter. These were later blended together using a mask.

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The interior wooden floor has a VRayMtl with a multitexture in the Diffuse slot. Floorgenerator script assigns different IDS to each plank. The interior wooden floor I did following same instructions.

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The condensation in the window glass was created with a drop texture in the Bump slot and using the same texture inverted in the Refraction slot. For the interior part of the glass I used the same materials without Bump.

The water material is composed by two VRayMtl and blended with a noise map.

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The cushions texture is a VRayMtl with a Falloff in the Diffuse slot.

Using color correction can be of much help to get Reflection and Glossiness maps.

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V.- Lightning and Cameras

The exterior lightning I created by using a VRay Dome Light with Peter Guthrie´s HDRi 1941 as texture and a bit desaturated.

The same Dome Light is used in the interior lightning and I added VRay Plane Lights as portals on the windows.

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The VRayPhysicalCamera parameters for the exterior are the same that appear as default. I deactivated Vigneting, White Balance I put in neutral and corrected verticals.

Interior VRayPhysicalCamera parameters:

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VI.- Postproduction Raw Render

Overlay 40% opacity

Curves & Saturation 1

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Curves & Saturation 2

Curves & Saturation 3 Chromatic aberration Vignetting

I hope you enjoyed it and you might find it helpful in future projects. HD

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