I have chosen to reproduce a photograph of three white milk jugs sitting on a faux-stone benchtop, set against a background of white ceramic tiles in a kitchen1.
Modelling
Benchtop
The benchtop consists of two solid faux-stone surfaces in an L-shape. These pieces of stone are joined by a thin strip of filler (not visible in the photo). The bench tops will be represented by two polygon cubes, manipulated to the appropriate dimensions.
The edges of the benchtop are rounded - which will be represented by applying a bevel to the edge of the polygon cube.
Cabinets
The cabinet-doors can be represented using polygon cubes. The inset panelling can be most easily represented through the use of a displacement map. The actual cabinets will not be modelled as they are not visible.
The door knobs will be created by using a revolved NURBS curve.
Ceramic Jugs
The three ceramic jugs are of decreasing size and are extremely similar. The larger two jugs vary only in the fine detail on the spout. The third, has a different pattern of ridges on its surface.
All three jugs can be modelled using a revolved NURBS CV curve based on a side-view reference photograph of the jug. Additional points will be added for the pouring spout and manipulated to the proper positions. The middle-sized jug can be duplicated from the first with only changes to scale and repositioning of the pouring spout control points. The third jug will be modelled separately as its pattern of ridges is different, but the same techniques will be used.
The handle of the jugs will be modelled by creating the appropriate curve and contour. A NURBS Birail will be used to create the final three-dimensional surface. A surface fillet will be applied to smoothly join the handle and jug.
Walls
The tiled walls can be modelled from polygon cubes, no modelling needs to be applied for the tiles - this can be achieved through image-maps and bump-maps.
The walls meet the bench top with a thin white border of grout, this will be contoured to smooth the boundary between the two materials. This contour could be achieved through a fine bevel on the bottom of the tiles.
Lighting
In the reference photograph, the scene is lit by diffuse morning light passing through a Venetian blind. Artificial light is provided by five halogen drop-lights mounted in the ceiling.
Due to the reflectivity of the white tiles, there is a large amount of diffuse inter-reflection taking place, this will have to be simulated by placing soft lighting throughout the modelled environment.
The halogen drop-lights provide an bright, cool-white light from a small source. They cast sharp shadows which are then washed-out by the other light sources. They will be represented by spotlights placed in the appropriate positions with a suitable cone-angle and brightness applied.
Additionally, an environment map will be added too add additional depth and realism, by providing detail in reflections. This will quickly and easily improve the amount of detail in the scene without requiring it to be fully modelled.
Texturing
White Ceramic Tiles
The wall tiles have pure white colour, a high reflectivity and softly bevelled edges. They will be represented through the use of image maps for the outlines of tile and grout. A bump map will be used to express the contour of the tile edges and the depressions of grout. And a reflectivity map will be applied to ensure the tiles have a glossy surface and the grout is a matte surface. This texture will then be tiled (pun intended) across the wall surface.
Ceramic Jugs
The jugs are made of a similar material to the tiles, however they are not as reflective and do not require any type of texture-mapping. They can be represented using a simple Phong shader with a high cosine power, this will give a sharp reflection.
Stone Benchtops
The benchtops have a consistent cream colour, with fine quartz crystals embedded in its surface. These will be represented through a image map. These crystals are translucent and their appearance varies depending on the lighting conditions. The stone surface is smooth and evenly reflective.
Cabinets
The cabinets have a white, non-reflective surface. They have a very fine surface texture, which affects its appearance when light is shone across its surface.
Camera Position
The virtual camera will be positioned in the same way as the real camera in producing this image - that is approximately 40 centimetres from the jugs, and about 10 centimetres above.
Due to the photo being captured on a compact point-and-shoot digital camera, there is a wide focus range in the image. Although the focal point is set on the jugs themselves, there is very little variation between the foreground and background of the image.
To improve the appearance of the image, a small amount of depth-of-field not present in the reference photograph may be added.
1Please ignore the power cable, it was powering the kettle making Mum a cup of tea. I don’t intend to model it!