• Aleks Braz creates a totally CG door to a mysterious place.

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    Intro
    I am always between worlds: real and virtual, architecture and advertising, work and my life. In this project I wanted to portray the mystery of the thresholds of those worlds in it’s simplicity (or supposed simplicity, as it consumed days in research and work). “There are things known and there are things unknown and in between are the Doors.” These boundaries elicit our curiosity.

    So I have chosen "The Door To...?" as the theme of my project, related to my other passion, which is travel. In my trips, I observe details and references that later surface in my work, such as floral elements and small pieces. As in my previous projects, like Temple of Horus, I wanted to produce a tone symbolic and mysterious.

    One fundamental element in the process if making this image, as in all others, was my wife’s patience. She accompanied me in my trips and endured my endless nights, that essential element in computer arts.

    The door is partially open, but all are invited in.

    The initial steps were fine, but to move forward on the model, I decided to research some more. I flipped through architecture books and was particularly inspired by a beautiful book called "KLEINE STILKUNDE DER BAUKUNST", by Wilfred Koch. There I found adequate references for my door. By then I felt the place had a sense of formality, and to break it I added details such as pipes, messy wires, postal box and some irons.
    Modeling
    The model came along the creative process, Basically I used editpoly in everything. I retouched the walls with max´s internal vertex painter, editspline in the floral details, loft in the stairs,front  and door. In the vegetation I used branches of a bush I had already made - I just edited the vertices and created new foliage. Some more about the details:

    Rough model
    Instead of penciling a draft, I started straight on 3ds Max, arranging primitives and defining volumes and proportions. The dimension was determined by the door, usually around 2.10 meters tall. Width varied a lot along the creative process. Having decided to have a forward-facing camera, there were no issues in compositing.

    By then I felt the place had a sense of formality, and to break it I added details such as pipes, messy wires, postal box and some irons.

    Pipes and Wires
    Pipes were made with spline; I turned on enable in renderer and enable in Viewport and altered Thickness to my liking. I modelled some pieces to hold the wire on the wall and added a piece of paper between the wires. The light box was made with ChamferBox and then editpoly. For the pipes, soldered and bolted joints.

    The contours were built as planned, then extruded and the edges linked, then adjusting heights. Most of the models for leaves were made this way; the Ionic capital was editpoly with symmetry, the three flowers within were made with sphere, and the frames with loft.

    Broken Pieces
    There is an excess of perfection in most realistic 3D imagery that spoils the illusion, as the real world is not so perfect. Thus, for the scene to appear more natural and soft, with more irregular lines, I broke the model at several points, using editpoly. I eliminated a few boxes and flowers on top, also to cut regularity.

    First I completely textured the steps, then added vegetation, by privileging joints and dirty spots for sprouting, just as nature does



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  • Texturing
    Correct texturing is essential when increasing the feeling of "real". All heavy objects, such as walls, steps, door and so on had their mesh open with unwrap UVW, while smaller objects were adjusted with MapScaler. Many of the joints and broken parts were done on the texture itself, thus making the model lighter.

    After opening the mesh and rendering the UV Template, I edited all textures in Photoshop, adding layers with overlay, multiply or soft light, depending on the situation and desired effect I wanted to produce on the texture. With Max on, I started altering textures, rendering tests until it matched what I had imagined. I used several pictures of concrete, walls and cracks to make the textures. In walls and floor I used layer diffuse with edited texture, bump map and Displacement ( I applied subdivide on the mesh before Displacement to increase the effect).

    Generally, in the brick works I didn’t use specular, only in metal, plastic and wood. I used VRayMtl with glossiness reflection and interpolation.
      
      
     
    Camera
    My first attempt was with a regular camera, which made the image look hard and flat. It occurred to me that results would be much superior in this project using V-RayPhysicalCamera.
    It was a lot of work to find the ideal settings, but I ended up pleased with the following combination: film gate(mm) 34, focal length(mm) 40, zoom factor 1.0, f-number 8.0. I used a slight distortion for a special touch.

    I turned on exposure and vignetting, and left the Shutter speed at 2.7. The main advantage of using this kind of camera is that all color-mapping adjustments are made through it, so there is no need to adjust exposure in the render setup.
     

    Click to enlarge
    Lighting and Rendering
    For lighting, I used only V-RaySun, with the followin parameters: turbidity 3.0, ozone, 0.35, intensity multiplier 0.003.

    In the background I also used V-RaySky, but I changed the intensity to 0,05, leaving indirect light a little more intense.

    In GI I used irradiance map in primary bounces and Quase-Monte Carlo in secondary bounces.

    I used average parameters in irradiance map, with min rate:-3 and  max rate:-1, HSph subdivs 60 and  Interp. Samples:30. Didn´t turn Detail enhancement on because it is very heavy. An occlusion pass later serves the same purpose, but it is faster and the difference is subtle. The subdivs of Quase-Monte Carlo was 8 and secondary bounces 3.

      
    Compositing
    During the compositing stage I used only two passes, diffuse and occlusion. I edited contrasts and calibrated the light, making the image warmer. In occlusion I used multiply (60% opacity) and applied an extra color layer with blur and overlay, to increase contrast

    Final Image
    I was very pleased with the final image. Many things get lost when moving from imagination to reality, and I was happy to have produced this image exactly as I wanted. But my imagination keeps tormenting me, asking what’s behind the damn door. Not even I know.
    About the artist
    When Aleks was young, he did art classes and sculpted in clay. Young Aleks graduated in architecture and worked in Brazil’s biggest architectural office, Aflalo & Gasperini.

    Today, Aleks is a partner and art director at TSI Animation, where Cannes Lions share the shelves with other prizes.

    Related links:
    TSI Animation
    Aleks' Portfolio
    Discuss this article on CGTalk


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