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Making Of 'Ruins'

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Date Added: 9th December 2009
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This time I wanted to concentrate on proper texturing and realism. It took me 5 months of my free time to create this scene. My main goal was to recreate the already existing environment in 3d as accurately as possible to achieve a high degree of realism, just like in the movie production. I knew from the beginning that for this work, in order to achieve the intended realism, I would have to put emphasis on textures. I started to look for an interesting existing environment that would be on the brink of exterior and interior. After I have found the right place I took a LOT of pictures for textures and reference. Additionally, I took the measurements to keep the right scale. All the textures were created from pictures I had taken with my digital camera (Canon Powershot A95). In this scene, there is no texture that comes from any internet source or texture libraries. In the end, the whole scene was around 840.000 polygons.

Here's the reference picture I took.



My main tool for modeling was 3dsmax 9. I have made some short movie captures of the scene so you can have a better look at how it looked like. The first rough model looked like that:


I mainly used basic polymodeling for all the objects and render spline for the hose and metal bars (sometimes sweep modifier). I was modeling and mapping basic things at the same time. I am always trying to use rendeable spline or sweep modifier on splines if there are any object that can be created with it. This is the best way to have things under control and it saves a lot of time.

When creating metal wire cables I started from creating the section of all 6 wires that are a part of the whole cable and a path. Then I applied Loft modifier and turned on Twist in Loft. It's important to remember that the path not only should have its starting and ending points but it should also be divided into sections/units. Otherwise, when using Twist in Loft for example, we might have problems because the twist will not look evenly spaced. It will twist more at the beginning and less at the end. The problem can be avoided by dividing the path into sections/units. Here's a short movie showing you how I did it:


1280_tid_image004.jpg 1280_tid_image005.jpg

I did the texture from an existing object: a wire wrapped around the main wire and then I straightened it up in Photoshop in order to make it tillable. In max, I used bump texture to displace the wire.

Click to Enlarge

Roof tiles are also poly-modelled on the basis of reference images. Then I mapped them using ZBrush because it was much easier for me than uvmapping them manually in max. Then I used textures from reference pictures in Photoshop and again wrap mode in PS to match the uvmaps and problematic areas, which I fixed again in ZBrush. Here's movie showing roof tile model:


And fixing some texture problems in ZB:



I did also modeled few junk props lying on the ground. All was polymodeling and on turbosmooth modifier at the end.

As you can see here, in the case of the chocolate drink box, I used FDD modifier to give it a bit of a smashed look.


continued on next page >

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