4x4x4 Area

You are to design, capture, model, texture, paint, light and render a scene that is approximately four feet by four feet by four feet (four cubic feet) (+-3 feet). This scene can be anywhere you want but should exist in real life.

Take a picture of an area and mimic it in 3D. Build similar models and assign materials and build textures that are appropriate to those models. You should try to have a good selection of different elements. Wood, glass, metal, stone, rubber, and paper are examples but you can determine what is interesting to you (Rust, spray paint, jello, fruit, chalk, plants, etc.) The area does not have to be indoors, but should be accessible to you so you can spend the necessary time to digitally capture the texture images that you will need from the real life objects.

You should try your best to artistically incorporate all the Rendering and Lighting techniques and tools that we have gone over thus far, such as:

Shaders:

  • Anisotropic
  • Layered
  • Ramp
  • Lambert
  • Blinn
  • Phong

Reflections & Refraction.

Displacement Maps

Bump Maps

Lights

<!--[if !supportLists]-->· <!--[endif]-->Area

<!--[if !supportLists]-->· <!--[endif]-->Point

<!--[if !supportLists]-->· <!--[endif]-->Ambient

<!--[if !supportLists]-->· <!--[endif]-->Spot

<!--[if !supportLists]-->· <!--[endif]-->Directional

<!--[if !supportLists]-->· <!--[endif]-->Lights with decay “regions”

<!--[if !supportLists]-->· <!--[endif]-->Color Mapped Lights

<!--[if !supportLists]-->· <!--[endif]-->Lights with modified penumbra and drop-off.

<!--[if !supportLists]-->· <!--[endif]-->Linked Lights.

<!--[if !supportLists]-->· <!--[endif]-->Volume Lights.

Textures:

<!--[if !supportLists]-->· <!--[endif]-->Layered Textures

<!--[if !supportLists]-->· <!--[endif]-->Hand painted textures

<!--[if !supportLists]-->· <!--[endif]-->Spec Maps

<!--[if !supportLists]-->· <!--[endif]-->Translucence Maps

<!--[if !supportLists]-->· <!--[endif]-->Transparency Maps

Hard and soft shadows: DMAP

<!--[if !supportLists]-->· <!--[endif]-->Shadows from glass objects

<!--[if !supportLists]-->· <!--[endif]-->Ray traced shadows.

<!--[if !supportLists]-->· <!--[endif]-->Mental ray traced shadows.

<!--[if !supportLists]-->· <!--[endif]-->Accurate Self Shadows.

The closer your renders look to the real life image the better your grade will be. Please composite 30 frames of the real 4x4x4 area before your rendered images.

Camera Suggestions:

<!--[if !supportLists]-->· <!--[endif]-->Animated: The camera should animate around the different objects to show off the different features/objects that you have in your scene.

<!--[if !supportLists]-->· <!--[endif]-->Smooth Transitions: If you render out different shots with different cameras and then composite them together with After Effects make sure the camera moves are smooth and not jerky.

<!--[if !supportLists]-->· <!--[endif]-->Depth of field focus differences are nice touches.

No time limit.