The order turned out to be a pleasant journey where we had a chance to practice new lighting textures and play with
the light coming into the interior. Our work always starts with a thorough analysis of what we need to do, then a
3d model is created. Modelling means creating, in a special computer programme, an accurate three-dimensional
model of the designed interior. The model must accurately reflect the functional layout, as well as all elements of
the designed finishing and equipment – furniture, fittings, decorations.
The model accurately reflects the exact shape of all elements of the flat. After modelling the scene
we move on to the first drafts of visualization, we try our best to set the camera, its focal length and contrast to best show
the interior, we do this mainly on visualizations which are popularly known as Clay renders. Below you can see how it looks
exactly on this project there were a lot of changes so it was necessary to do a lot of perspectives to choose the best one.
The next step is to texture the objects that we have loaded into the scene. Texturing is one of the popular techniques used
in computer graphics. It allows various surface details of spatial objects to be represented using mathematical functions,
also known as procedural textures. This can also be done using bitmap images, known as textures.
Texture mapping explains how to relate function values, or pixels, to the surface of the object under consideration.
The texturing process allows various parameters of the generated image to be determined, including its colour, degree of reflection,
scattering of light, its refractive index, or its transparency. It is worth noting that bitmap textures in most cases relate to images
of the surface of real objects, such as a fabric, a wall or a board. Procedural textures, on the other hand, are software generated
patterns. Chessboards or clouds are good examples of this. Importantly, textures can exist in one, two and three-dimensional form.
It can be said that texturing is an alternative to geometric modelling, especially since the presentation of object details using the
latter method often proves not so much difficult and impractical as simply impossible.