Monday 26 April 2010

Theatre Development

Renders:




Lighting was then added. First a omni light to give some ambient lighting to the outside of the theatre. Next a couple of target spot lights were used to light up the front of the theatre. The transparent glass texture made the light flow throughout the whole building an gave it a nice lighting effect, meaning no more lights were need inside the theatre.


Finally a sign was added to give a more theatre like look to the front of the building.


Next the buildings were created by repeating a picture on a plane.


The outside of the theatre was then started. A path a road were created.


Finally ticket boxes were created and added to finish the room.


Added in a staircase either side as well as the red carpet, to keep a consistent theme throughout the whole theatre.


Next the foyer was started. Another box was created to form the room. The normal modifier was used once again so the polygons were reversed.



The stage and the seating was then brought together to form the inner theatre. An omni light was added to give light towards the stage and contrast the rows of seating.


In order to put a picture on the ceiling of the stage roof a UVW unwrap modifier needed to be applied.




Worked on the materials of the stage part of the theatre.



A safety wall and railing was added to the upper tier. To create the metal effect I used a high specular level on the material. Next a carpet texture was given to the steps as well as a gripper texture added. Finally a ceiling was given to the lower tier so the upper tier steps were not visible.



A door frame and skirting board was then added and copied to the upper tier seating.


A box was then added around the whole inner theatre, then using the normal modifier to reverse the polygons to face into the theatre, the floor, ceiling and walls were textured. An omni light was briefly added to test how the seating would look.


The second tier of seats was then copied exactly from the first tier and moved up.



Next the seating in the theatre was created by using instance copies of the original chair to first make half a row, then a section, and finally using the symmetry modifier the lower seating was created. Steps were added to fill the gap between the chairs.


After this a door was designed and given a glass texture in parts. The glass texture was made by adding reflection maps and reducing the opacity. The door was then mirrored to create the double doors in the theatre.



A red carpet was added between the balcony boxes using a plane shape. The roof over the stage was then created using a box then converting it to an editable poly. With soft selection on the shape was moulded by manipulating a few vertices and then tidied up with soft selection off. Finally another symmetry modifier was applied to the roof to mirror the half.


The roof of the balcony boxes was added, then a symmetry modifier was then applied to mirror the balcony box on the other side. Finally a stage was created using the same method as the balcony and a back drop curtain was added.


Planes were added to form walls between the columns. A cylinder then used and cut in half to create the balcony. A model of a chair was then created and given a turbo smooth modifier. It was given an instances copy from a master chair, so that if any adjustments needed to be made to the mass of chairs in this theatre it could be easily done. Finally curtains were created by using an editable poly then manipulating the vertices into a concertina shape before given a turbosmooth modifier.


Started by creating the columns that support the balcony boxes by creating a box and converting it to an editable poly. Then using the extrude tool and the scaling tool to create the tapering effect in places. An arch was then added that would eventually form a doorway.

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