Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2
Making of 'Reform'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(Score 4.67 out of 5 after 12 Votes)
| Comments 0
Date Added: 5th November 2009
Software used:


Once when I was driving through my town, I discovered an old agricultural factory. This abandoned place kick-started my imagination; the massive structure on the top of the garage and the whole feeling of the place made me feel, quite simply, spellbound. I later returned to the scene and took some photographs to use as reference images, and I worked on the environment for several months in my free time.


I started the project, first of all, by collecting some information about the factory and the structural elements on top of the building. This place was actually a sawmill, and at the top of the garage is a sawdust collector. As previously mentioned, I took some photos as reference images, but I also looked for other images to inspire me and to get some interesting ideas. I searched for images and references for not only the shapes, but also for the lighting and texturing (Fig.01 and Fig.02). And, of course, I collected some blueprints for the van that I wished to incorporate into the scene.

Fig. 01

Fig. 02


All models were created in 3ds Max using editable poly geometry - a simple and easy way to model. I started with the sawmill collectors; they began as cylindrical objects, and I used the most standard tools to modify them, for example: extrude, chamfer, (target) weld, cut and so on. Here is some of the modelling work shown in wireframe (Fig.03 - Fig.05).

Fig. 03

Fig. 04

Fig. 05

Moving onto the modelling of the van, I set up the blueprints on planes, starting from the front of the van, forming a simple plane. I extruded the edges and moved the vertices to achieve a nice overall shape (Fig.06). After I finished the model, I started to give a more worn and used look to the van; some objects got an optimise modifier, which made it easier to apply damage (Fig.07).

Fig. 06

Fig. 07

For the grass I used several types of grass strands, scattered with Advanced Painter action item. The plants were handmade from cylinders, scattered nails and spheres; one of the plants was from Xfrog - deformed and modified to suit my scene. To finish off the vegetation, I used an ivy generator to achieve an abandoned feeling.

continued on next page >

1 | 2
Related Tutorials

Texturemapping 3D Aircraft

by Ronnie Olsthoorn
published on 2009-12-09

Keywords: texture, mapping, aircraft, plane, vehicle,

rating star fullrating star fullrating star fullrating star fullrating star half (3)
Comments 0 Views 33327

Unreal Engine 4: Adding foliage and rocks

by Rob Redman
published on 2015-12-17

Keywords: Unreal, Tutorial, New, Projects, Free, Foliage, Landscape

rating star fullrating star fullrating star fullrating star halfrating star none (5)
Comments 0 Views 17129

Making Of 'Combine APC'

by Gianpietro Fabre
published on 2013-04-22

Keywords: scene, vehicle, combine, half life,

rating star fullrating star fullrating star fullrating star fullrating star full (20)
Comments 1 Views 173884

Making Of '1964 Peugeot 404'

by Richard Clark
published on 2009-12-29

Keywords: vehicle, car, peugeot, xsi,

rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 0 Views 49175
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..