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McDev

Grand Budapest Hotel - WIP

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I am working on a new project and want to share my progress here. As I attend a new job where I will work more with Cinema 4D I want to practice a bit with lighting and rendering and for that I need a great scene. It will also later be exported to a game engine, most likely Unity. The scene is the lobby interior of The Grand Budapest Hotel which I stumbled across just recently but which instantly became one of my favorite movies. Original:

Grand_Budapest_Hotel_5_embed.jpg

I want it to be quite accurate so I collected many screenshots from the movie and making-of clips. Some of them I projected with a camera using Cinemas Camera Calibration tool which is just magic. It was blessing to see numerous camera projections fit in nicely with previously created geometry. In addition I use a blueprint used by the set designers. So here is the current Blockout:

camera.thumb.jpg.64b972beb703aa0bb1ce8c4400d076f6.jpgGB_wire.thumb.jpg.03a57e1fdaeb4d11067e4379fce60569.jpgGB_textures.thumb.jpg.09de08798870eeaa122334dd2a405044.jpgGB_wire2.thumb.jpg.fd7d7779bb14d0fbbf9450d81057a30f.jpg

Using a fairly accurate camera projection is great as it allows you to model rough shapes quickly at correct position and size. Of course the projection is only a guide, it won't be part of the final result.

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Great use of camera mapping there :)

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So far so good, keep us updated! :)


| MAXON Quality Assurance Specialist | 3D Asset Creatior | C4D Cafe Manager | Gamer in Heart | :compEnjoy:

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Good luck and a good start! That would be a sumptuous 'set'.

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Looks great.

Loved the film, love all of this films. He's a favorite in my family.

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  • Don't have a lot of time, new job and new home but from July I should be able to continue. So far I did a test in Unity and I am quite happy with the pillars.
    Yet I wonder how the whole scene will look like. Light baking and color grading will be the major challenges I project to achieve a similar look of the original.

    In those shots I used downsampling so the image was rendered in 2-3 times of the resolution.

    shot_1.thumb.jpg.3057604436a3b8be12b13677dda0f8fa.jpgshot_2.thumb.jpg.716925d070f5c8544071a94ff5d2a3c0.jpgshot_3.thumb.jpg.7f2b7cd00e3dcf9f071bf023c4b59de2.jpg

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  • It has been a while now but I finally got some time to continue to work on that project, no much has changed but I thought I give an update.
     

    I focus to avoid HighPoly baking for this and do textures in photoshop if I can. For the modelling I use of what I call midpoly modelling by chamfering edges and using the advantage of the Vertex Normal Editing Plugin.

    edges.thumb.jpg.19ca5e09d820bbcf4bd3c0c33d21ebaf.jpg

    You can then have a highpoly appeal by a simple one level chamfered edge. I also use this project so see with how many triangles I end up for the whole scene and if it is still feasible for the lightmapper and how performance is once it runs in Unity.

     

    I start to model object by object. In the first step I will do the modelling of each object and the texture blockout. As you can see for the desk I figure out the UV layout and then grab parts from pictures. Later I will replace that with an actual texture and add specular and normal maps. I try to minimize Texture usage and repead as much as I can combined with variation shader techniques, e.g. VertexColor to overlay or second texture maps.

     

    For cinema I use X-Ref objects for that. I take my blockout model and convert that into an xref. So I turn my blockout scene step by step into the final scene, using incremental saving of course. Also I try to use genrators and non destructive techniques until I got my final result, then I merge anything down to as few objects as possible. That desk for instance was heavily using the array generator, but now consists of 3 objects and materials (Red shelf, marble plate and the outside).

    desk.thumb.jpg.f297351df884f7df8f57a729f1eb0edd.jpg

     

    I try to get an accurate model of the environment so I try to count the number of things and guess their size, especially for the building elements. Otherwise you will run into problems later where certain things may not fit exactly. But I only do that on the very broad view and I am not going to focus on any tiny detail. If people watch it for the first or second time and they think this is an accurate replication that is all I want.

     

    Also I think the set designers have been very kind and made things repeat and mirror a lot :P

     

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