Minimal Room 01 by LuxXeon ()
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Modeled entirely in 3dsmax, and output for render in Octane.
The term "minimal" in this scene is referring to the type of objects used to create the furniture. They are "minimal surfaces". In mathematics, a minimal surface is a surface that locally minimizes its area. For this project, we were studying how to incorporate minimal surface shapes into architectural design. A gyroid lampshade; a Scherk's minimal surface wall grid structure; a parametric clock; a voronoi mesh coffee table; a helicoid-legged sofa table. The challenge, and assignment, in class was to design a livable interior containing minimal surface shapes, using Autodesk's 3dsmax as the catalyst and presentation application. Plugins could be used, as long as the results could be exported to older versions of 3dmsax via .obj export, or some other cross-compatible file format. I chose to use the free Mathsurf 2 plugin by Ali Torabi to help create some of the minimal surfaces for the scene in 3dsmax, while simply creating others, like the coffee table, from editable poly meshes and modifiers. The gyroid lampshade was Mathsurf, and so were the Scherk's surface objects. If you recognize the coffee and sofa tables, it's because I have used the same surfaces before in other renders, where the purpose was to focus on those shapes specifically. I really think the coffee table an lamp could work as actual fabricated pieces, but the lamp would stand almost 6 feet tall, and according to scaled, "physically-accurate" render testing, would need at least a 100 watt globe bulb to cast light cleanly through the gyroidal lattice lampshade. :) So I'm not sure if it would make a practical product.
Note: I did all the modeling and lighting for this room, except the sofa, which was a pre-existing model I merely embellished upon using the graphite modeling tools in 3dsmax. I had time constraints for this project, so it probably shaved a couple hours off my time not having to model the sofa completely from scratch. Everything else, however, is built and textured from the ground up. The textures, if not procedurally created, came from CGtextures.com.