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Suphannahong Barge

I got inspiration from a traditional Thai royal barge called Suphannahong barge which is a blend of craftmanship and traditional Thai art. The most difficult part of this work goes to the complicated patterns and the textures of the barge which need to be careful to model.

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Final05.jpg
Final04.jpg

Modeling and Look-Development

Occ1.jpg

OCC

Vis1.jpg

Wireframe

Inspiration and Reference Images

Texture Maps and Technical Breakdown

Every texture in my work is divided into four maps, diffuse color, specular face color, specular roughness, and normal. The diffuse color is used to be the main base color of each model and needs to be connected through the RGB channel in order to see the result. The specular face color in this work is used for making the reflection of gold flakes I highlighted on the barge, and this map needs to be connected through the RGB channel. The specular roughness is used to determine the smoothness and roughness of surfaces on a model, and this map appears to be black and white. It needs to be connected by only one channel which can be R/G/B or A. In this work, I used A channel(alpha) to connect to the specular roughness channel in the PxrSurface. The other one is a normal map. This is connected by using PxrNormal_Map to the bump normal channel of the PxrSurface through Result N.

TextureBD.jpg
ShadingBD.jpg

Technical Breakdown

I just found that the color of the barge model appeared to be washed out and exposed when rendering. I solved this problem by turning on an attribute called "Linearize RGB" to correct the color. Another problem I found was that the shadow of the water models was too dark and did not match the entire look of the model. I solved this problem by adding an extra light along with making light linking to the water models to brighten only the water without affecting other models.

LinearBD.jpg
LightlinkingBD.jpg
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