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)
| 127021 Views
| 0 Comments
| Comments 0
Date Added: 5th November 2009
Software used:
133_tid_reform.jpg

Introduction


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.

References


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.

133_tid_fig01.jpg
Fig. 01

133_tid_fig02.jpg
Fig. 02

Modelling

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).

133_tid_fg03.jpg
Fig. 03

133_tid_fig04.jpg
Fig. 04

133_tid_fig05.jpg
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).

133_tid_fig06.jpg
Fig. 06

133_tid_fig07.jpg
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

Making Of 'Steampunk Village'

by Robh Ruppel
published on 2010-01-14

Keywords: scene, fantasy, village, landscape,

rating star fullrating star fullrating star fullrating star fullrating star full (3)
Comments 1 Views 30995

Making Of 'Cathédrale'

by Aziz Maaqoul
published on 2009-10-22

Keywords: scene, landscape, fantasy, city, cathedral,

rating star fullrating star fullrating star fullrating star fullrating star full (3)
Comments 0 Views 30548

Making Of 'Airbase (2200 City Without a Name)'

by Tiong-seah YAP
published on 2009-12-09

Keywords: scene, landscape, building, air, base,

rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 0 Views 87620

Making Of 'Toyota Matrix, 2002'

by Richard Rosenman
published on 2010-12-30

Keywords: vehicle, car, toyota, advert, animation,

rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 0 Views 95872
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..