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What are the techniques for making renderings?
Due to work reasons, I often see the works of some amateur 3D designers. I feel that although some designers are skilled in software application technology, their design level has not been improved for a long time due to the lack of professional knowledge and software application skills. Now I'm writing out my own experience in making renderings, hoping to attract more attention and improve with you.
First, we should strengthen the professional knowledge reserve.
Architectural renderings are different from artistic paintings. When drawing, we should not only pursue artistic beauty, but also pay attention to some special requirements of architectural decoration industry. In addition, in recent years, more and more architectural decoration renderings are regarded as attachments to engineering contracts and have certain legal effect. If painting is as imaginative as artistic creation, it will lead to jokes and contract disputes.
For example, when making a glass curtain wall for building appearance, choose a color that looks good, but there is no glass of this color in the actual market, which will easily lead to differences between Party A and Party B; In addition, I have encountered this situation. Without communicating with designers and budget personnel before drawing, the red beech wood was changed into teak without authorization, and the construction cost nearly doubled. To avoid this situation, you should not only learn the knowledge of architectural decoration systematically, but also communicate with engineers and even front-line construction workers frequently, otherwise you will never become a professional renderings designer.
Second, make an overall plan before drawing.
As the saying goes, sharpening the knife does not miss the woodcutter! You'd better make a plan before painting: how many scenes do the whole project need to show clearly? What elements should each scene consist of? What elements need to be modeled? What elements can be found in the material library or CD? Then we should consider the overall color matching, material selection and so on. Only in this way can you have a clear aim when drawing and avoid detours.
Third, distinguish key points and reduce workload.
After setting the scene, add a temporary camera and choose a good angle of view. For those invisible surfaces, we don't have to pay too much effort for them, which can save a lot of work in modeling and endowing materials; For those distant objects, you don't need to consider details when modeling, as long as you have a shape and color, because no matter whether you draw A 2 or A3, the details of those objects deep in the scene can't be displayed in 1440dpi.
Fourth, try not to model directly in general scenarios.
I see that many amateur renderings designers always like to model in general scenes. Unless you use a professional graphics workstation, I don't recommend you to do so. Because even a simple interior decoration renderings, usually consists of nearly 10,000 faces, plus lighting material maps, each renderings is a full-load test of your CPU, memory and graphics card. If you use "Wen Ba" (Windows 98), this experience is like walking a tightrope at high altitude. Even if you use the Hide command to hide some objects, when the scene is complex, it takes enough time to render it once.
Experienced designers usually model different objects in independent scenes, and then Merge different sub-scenes with merge command, so as to make rational use of computer resources and improve drawing efficiency.
Fifth, remember to name the geometric elements.
When drawing, don't forget to name the geometric elements for a moment's pleasure, otherwise, when the scenes are merged, hundreds of Box0 1 will appear. Box 02 ... Box 103 and so on. You can't tell which geometric element belongs to which object at all. So whenever you finish modeling an object, you should name the related elements and materials in time to avoid confusion.
Sixth, establish your own model material library.
There are many material CDs on the market, both genuine and D versions. Most 3DS Max lovers will have a few more or less, but I strongly recommend that you build your own model material library. Because most CD authors don't know much about architecture and decoration, they often see such naming methods: Marble 0 1, Marble 02...;; Wood grain 0 1, wood grain 02. What you may see in the material library of professional designers are: Indian red marble 0 1, Mongolian black marble 02, Spanish golden flower beige 01... Or walnut pattern, red beech pattern, flower camphor pattern. You can copy all your material disks to the hard disk, delete the duplicate materials, and then classify and name them according to the purpose or category, and the model base will follow suit. After a period of accumulation, you will have your own material model library, and you don't have to change it back and forth when painting. I suggest you visit www.bjxgt.com, my former internship place, on the website of Tucube Rendering Company.
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