3d rendering workflow o… ‘Piece by piece’ as Jack would say.

Background

More and more architectural visualization projects require better results to improve the quality of cgis. It means complexity increase on rendering scenes so we must do an effort in order to optimize the production process in order to achieve the briefing on quality and timing.

Complex scenes

First of all we should explain, in a more simple way, how the complexity of a rendering scene is often related to the quantity of elements and their properties (the shape of elements/level of definition, quantity/variety, reflections…) and how these elements can increase the lighting process quite a lot. This commonly happens on interior scenes where many elements fluctuate, even more if they are properly modelled, mapped and several lighting schemes work altogether.

Scalpers concept store

Complex scenes disturbs the way we move around the viewports (we can check it out in our rendering software looking  for ‘fps speed’ at the statistics and increase the weight (mb) of files, not only the whole scene file but also due to textures, proxies and references.

The fact that the scheduled time is most times tight, we consider of vital importance to optimize carefully the production process as an assembly line.

How can we do that in order to achieve the goals?

Taking into account the main title, the answer should be related to split the process in a first step and then working hard to join each phase until we get the final product.

Modelling

Lighting and mapping

Rendering and postproduction

We will divide every project depending on its singularity and the experience of our teammates. The goal is to turn the process into a coordinate and progressive assembly line. It helps us to:

1. Easy handling. It optimizes the way we can move and manage thanks to the split of a big stuff into small pieces.

2. Simultaneity. We could lower the production time of production if we coordinate people and phases at the same time.

In general terms, this is the way we want to do it:

nachovillegas-3d-rendering-workflow

Click to enlarge imagen.

1. Container

2. Architecture

3. Basic lighting

4. Mapping

5. Objects

5.1 Research, modelling, mapping

5.1.1 Category, type

productos_toblerone

6. Advance lighting

7. Atrezzo (people, vegetation, cars…)

8. Rendering

9. Postproduction

File folder example scheme done for Rivas Vaciamadrid Housing project.

nachovillegas-xref-example

Workflow, references and changes.

The scheme attached has been done after a continuous improvement based on our experience and tries to show to our colleagues and customers the way we work.

Thanks to splitting every phase and using files as references, the process turns more flexible. It helps us to save more time and to get better results. Besides only few times, the possibility of late changes becames lower.

This working scheme, as we will develope in the following weeks, will be basement of a business model where visualizers can participate and help in a fast and coordinate way.

You may think that there are parts that could be better explained or phases that could  work in different way. Thus we kindly suggest you write to us back telling us about your complaints or inquires, in order to improve our work.

Thank you all in advance!

Nacho