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 | 3
Making Of 'The Shop'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(2 Votes)
| 46823 Views
| 0 Comments
| Comments 0
Date Added: 22nd June 2009
Software used:
The scene represents a man and a sculpture, maybe a sculptor observing his work. All the textures used are from the Total Textures CD's see here www.3dtotal.com/textures. I have used the release 5 of 3D Studio MAX without any plugin or automatic system of global illumination.

971_tid_shop_total.jpg
I have started the room from a spline extrusion on its cross section. I don't like to use the boolean operations in MAX, so the window's holes have been made by editing polygons by hand.

I constantly use the tools:"Cut edges", "Target weld vertex", "Create polygon", "Bevel Polygon", "Chamfer Edge", "Cap Border" and "Quick Slice".

971_tid_start.jpg
971_tid_wanted_shadows.jpg
I sometimes deform the hidden geometry to obtain interesting illumination effects. Here I have edited the window frames to obtain that weird curved shadow on the left.

971_tid_spline_renderable1.jpg
The cables and ropes which hang everywhere are renderable splines, it is important to activate the adaptive interpolation
and decrease the number of faces.

971_tid_spline_renderable2.jpg
The bookcase is built with boxes, the bottles are splines with "Lathe", the stairway and the handrails I have made them extruding faces from a box, the watering-can on the right are a NURBS tutorial that I found in a book, the barrels are cylinders with a "Taper" modifier and the seated guy looking at the sculpture he is an articulated puppet in low-poly that I use when I need to include people in my scenes.

971_tid_guy.jpg
To deform the geometry, MAX5 has a really useful tool called "QuickSlice", it is a good idea to give to the rustic architecture a similar treatment to which we give to the organic modeling avoiding the perfect angles and parellel lines, I usually chamfer the edges of the more visible objects and in some cases I subdivide the bevel to them and add some noise.

971_tid_quick_slice.jpg

971_tid_meshsmooth.jpg  
To model the sculpture I have started from a "Box" with some extruded polygons, I have applied a "MeshSmooth" modifier with "Classic" style to which I have decrease the Strength level, by this way I obtain the bevel effect.
In the corner more visible of the pedestal I have moved vertexes to cause some erosion.

971_tid_pedestal.jpg
The objects location in the scene, as well as the camera angle attempts a composition, relaxed, symmetrical and balanced to give to the scene an gentle still look.



continued on next page >

 
1 | 2 | 3
Related Tutorials

Modelling Eyelashes

by Juan Siquier
published on 2009-12-09

Keywords: modeling, eye, lashes,

rating star fullrating star fullrating star fullrating star fullrating star half (5)
Comments 0 Views 35836

Making Of ''The Phoenix Building''

by Juan Siquier
published on 2009-12-09

Keywords: scene, building, phoenix, bird,

rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 0 Views 43375

Vray render - using IRR and Quasi Monte Carlo

by Hao Ke La
published on 2009-12-09

Keywords: scene, interior, sofa, vray, rendering,

rating star fullrating star fullrating star fullrating star fullrating star half (7)
Comments 0 Views 63179

Making Of ' Makes Me Fly'

by Adrien Castel
published on 2011-09-01

Keywords: character, cartoon, balloon, fly, scene,

rating star fullrating star fullrating star fullrating star fullrating star full (32)
Comments 12 Views 113531
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..