Graphics Reference
In-Depth Information
The final pieces of this scene can be modeled by using the same techniques as for the other simple models.
To create the floor and backdrop, start with a square 12 m in the x-axis by 8 m in the z-axis. This square does
not need any depth in the y-axis because the models will simply sit on top of it. In Edge mode, select the
back edge (the upper one in the Top Orthographic view) and run the Edge Extend tool (Z key). Click in the
viewport to activate the tool, and drag the new edge up in the y-axis about 5 m. This makes the back wall tall
enough to stay in view even at low camera angles. The issue with the back wall now is that it will produce
heavy shading in the corner. This is remedied by rounding the corner to soften the lighting on the backdrop.
Select the edge in the corner and use the Bevel tool to round it until the flat floor extends just beyond the
pedestal. Because this will be in full view and not subdivided, it is important to use a high Round level (of
about 14). Your scene should now look something like Figure 5-43 .
Simple models can be created for a reflector and a camera, as shown in Figure 5-44 . For the reflector, you
can reuse the tripod section of the umbrella along with a cube and some edge bevels. The camera is made up
of a simple cylinder with a rounded front lens (like the spotlight) and a slightly modified cube. Again, you
should remember that these will be visible in reflections and used to bounce/soften lighting, so a lot of detail
is not necessary. If you get stuck, see the DVD for completed models (in the file 004210_Ch5_Scene.lxo )
and step-by-step video guides.
Figure 5-43: The finished environment model
Figure 5-44: Examples of simple reflector and camera models
 
 
 
 
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