Hans Wegner forever

FeratureWegner

Assiduous readers of these pages know of my unhealthy obsession with Hans Wegner, father of the wishbone chair and other memorable icons of Scandinavian furniture design.

I had to model the China chair and bench (the PP Møbler ones) recently and decided to add a few more models on top. Check the rest of the post for the full series of shots and the respective links to the models on Turbosquid. I’ve also added a few older Wegner models at the end.

Make sure you also check the CH_07 lounge chair, the CH_100 armchair, coffee table and sofa, and the CH_44 armchair.

29 Responses

  1. J3DSN says:

    HI Bertrand! really fantastic work! i love anything! one question, something about shadows setting? thanks! *_^

  2. Karen says:

    Hi M. BBB,

    Fantastic work. I have a project I would like to contact you about in NYC. thanks Karen

  3. BBB3VIZ says:

    Hi Joseph. Thanks for the kind words. Judging from the images on your blog, you don’t need to learn much about materials creation. I particularly like your bedroom image, and the scene you are currently working on looks extremely promising.

  4. Joseph S. says:

    Bertrand,

    Amazing work once again. I am currently working on a scene and after reading your comments I plan on spending more time than usual on my materials. I am looking forward to your tutorial on your Tribeca Loft series which ranks in the top five cg images out there in my opinion. Thanks.

  5. BBB3VIZ says:

    Sorry for the delay, guys. I always work in linear space, which means much better light propagation at the expense of slightly more visible grain in dark areas. I tend to spend a lot of time on the materials (often more than on the modelling). One thing I would say is that I almost never use pure diffuse materials. All of them have a degree of reflectivity and pretty much all of them (apart from metals) have a fresnel effect. The mapping of the textures is also important. You should unwrap your geometry if you can and be careful about the seams. Apart from that, I’m afraid, no trick.

  6. kakacha says:

    thanks:))

    1 what u set in collor mapping and how u use gamma

    2.how u make this realistc materilas

    3.is there some trick to make renders so real:))

    you make really very relistik renders people cannt say this is real or render

  7. kakacha says:

    hallo from georgiaaa

    its very realistik work like a picture :)) i want make like this can u give me some answers on my question it will be fine if yes :))exxelent

  8. Monad says:

    hi

    thanks for the reply, I figured what the problem was and its what you mentioned. I wasn’t unwrapping it before sending it for sculpting and then I unwrapped a high poly model and that was painful and came out it with bad seams.:)

  9. BBB3VIZ says:

    Hi there,
    If your low-poly mesh is properly unwrapped before you export it to Zbrush, and if you check the “preserve UVs” box when using the decimator plugin, your high-res mesh should retain the original UV coordinates.

  10. Monad says:

    hi

    great work!.
    A question? :)

    After bringing in your modified object from Zbrush do you get any problems UV mapping? The problems I get is the objects that I normally bring in is of a higher poly count. An unwrapping that is a pain especially when using certain textures that need a good wrap. Any ideas on how to fix this.
    Thanks :)

  11. BBB3VIZ says:

    Thanks. I do various tuts from time to time. I recently published one on Ronen Bekerman’s website on doing snowy landscapes. I’m preparing one on the Tribeca Loft series that will include some info about the lighting set-up. Having said that, my lighting set-ups are very simple. Absolutely no wizardry involved and very little there for anyone to learn.

  12. Tom says:

    Hi Bertrand !
    Very impressive piece of work here.
    Have you ever written a tutorial revealing the secrets of your lighting setup ? If so do not hesitate to share it ;-).

    Cheers.

  13. BBB3VIZ says:

    Thanks Bardhi. Maybe one full day per piece. I do use ZBrush quite a lot to model high-poly meshes and decimate them, or to create displacement maps.

  14. Bardhi says:

    Impressive work, How long each furniture takes to model? Do you use zbrush for displacement?
    You are a master :)

  15. BBB3VIZ says:

    Thanks for dropping by, guys.

    Guillermo: The string material is displaced. I also used hair and fur on a non-renderable low-poly version of the strings as emitter object.

    Ohad: Thanks for your kind words. I’m a mega huge fan of yours. Your classroom scene has been and remains a huge source of inspiration. Please keep doing what you’re doing

  16. Guillermo says:

    Hi!
    First of all, I have to say the images are great! Absolutelly real.

    Could I ask how have you made the string material that even the hairs/fur (I cant find the exact word) can be seen?

    Thanks!

  17. manu says:

    Bertrand, we share the same unhealthy obsession I’m afraid! We should form some sort of a support group:

    - “Hi, my name is Bertrand, it’s been two weeks since I last used a Wegner chair in an archviz project.”
    - “Helloooo, Bertrand!”

    I’ll be buying some of these methinks…

    Greetings, love everything you do & love learning from you too,

    M. (website comming soon)

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