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Making of Kitchen

Hello,

I made making of Kitchen shots that I worked few month ago. Just for remind me how I worked on this. I won't cover technical stuff here. I want to cover just process of artistic decisions.

1. Concenpt, Changing directions

First of all, this project went very different direction than I had in mind.

I saw random video on Vimeo and got one vision of an image that I want to make. Refrigerator.

Yep, just simple refrige, some stuffs in it , door is open. and it's night time so that lights comming out of the refrige. I wanted to draw silhouette.

This is very first concept of the project at the beginning.

<First concept image>

<Modeled frige>

But as I jumping into the modeling stage, whatever the reason was, I ended up with modeling a whole kitchen. and sadly, stuffs I modeled in the refrige are not even in the final shots.

I switched entire project to something else. Why? because I can.

I can still use those wasted assets later.:)

So direction is changed, I gathered some kitchen images somewhat messy but cool. like these.

oh cool..

2. Layout

When modeling is done, I wanted to lock down the layout & cameras so that I can figure out which asset I need to put more details in textures and shading.

This stage was little challanging because I know how to model, how to paint textures, light & render and composite it. But I had very little experience doing layout & staging.

I tried many types of layout and camera angles until I find that I like.

I made some thumnails and put togather in photoshop. This helped greatly to choose the ones I like the most and plan the whole project like how many shots I'll have or how long it's gonna be.

These images are showing some process of it.

3. Look development

For this one, I tried make somewhat complex materials using layered shader. Vray gives huge possibility of making materials.

Both Mari and Mudbox are used to texture assets and I found traditional uv-photoshop texturing workflows even boost up your speed greatly. (no obj export, no setting up shaders and lights in texture painting softwares)

3. Lighting

Time to have some fun with lights.

I've done some good amount of test for different light rigs, eventually all shots have different lighting setups but basic approach is using traditional cg lights + HDR environment

These are some progress shots in lighting stage.

4. Comp

I tried get the images as far as I want in 3D render but those still needed some comp work.

Simple passes adding together, AO and some color grading, adding grains & dust particles.

DoF is done in render not in post.

5. Shot Planner

Making shot planner can be really helpful when it comes to managing your shots.

Even if it's simple like this.

You can track the status of all your shots, what's done and what's not.

tracking versions, where the file is, estimating render times.

Keeping your project organized is important matter when you're dealing with multiple shots and big assets.

6. And...

Whole project took about 3 month

Special thanks to great 3D artist and my GF Cindy. Without her support I coudn't finish this project.

And thanks to all for reading this!


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