Clock / Pocket Watch Tutorial
Hi people, in this tutorial I will show you a few tips about how to create a clock in 3d max and render it with Fryrender. Then I will show you how to apply Fry materials and how to make the lighting setup. Finally, we will look at work with the tonemapping and layer blending controls.
Here are some of the references that I used (Fig.01)
Start with a cylinder and change the number of slices. Convert to Editable Poly and create the three outer parts (Fig.02).
During this process we will use Symmetry and Meshsmooth modifiers to see the mesh result (Fig.03).
Before we start with the interior, we will link the three green objects with a helper to control their position. For the interior, do the same (Fig.04).
The numbers are a Text spline with an Extrude modifier, and then an array over the clock's surface. The inner gears have been made with splines and a bevel modifier (Fig.05).
To make the chain, we will prepare its parts individually. Use SplineIK Solver to link the hoops of the chain, and obtain a custom chain path (Fig.06).
These are all the material used in the scene (Fig.07 - 08).
The light setup is very simple. With the same material emitter, two planes and other emitter objects inside the clock we will be able to obtain very different results in layer blending afterwards. Apply a Fryrender object modifier to each light source, in order to control them via Layer blending. To illuminate the scene, we will use an Environment map too (Fig.09a-c).
During or after the render process, we can adjust the emitters detached into layers with the Fryrender Object Modifier, using Layer Blending. We can change the intensity of every emitter and/or change its RGB hue according to our criteria. Finally add and adjust vignetting and glare effects (Fig.10a-b).