For
the wal I started with three more standard-boxes.
Two of them will simulate plaster, the third
one remains unchanged and will later on
become my brickwall.
I
used Tesselate to increase the amount of
points.
Again
I had to model scratches - for that I used
the same technique I explained earlier.
Some
will ask "Why do I have to model them,
when a bumpmap will do the same for me?"
Well, yes a bumpmap might do for you.
But what about the lighting?
Modelled scratches will cast shadows and plaste
breaks in many ways - no, bump will not do
here.
W
I N D O W S H U T T E R
Like
before, I created some boxes, converted them
to 'Editable Polies'. Using move edges and
points, tessellate and 'MeshSmooth', I created
a good looking wooden 'shutter'.
It is really important to model all the detail.
You will see this, when we place some lights
in our scene.
W
I N D O W & W I N D O W - P A N E
For
the window I used even more primitives (boxes),
to create all necessery abjects.
The broken 'window pane' was created using
extruded 'shapes'.
S P I D E R W E B
Modelling
the spiderweb was more tricky:
First I drew a shape, then convert the (closed)
shape to 'Editable Patch',
move some points ... and there it was
O T H E R O B J E C T S
Metal
can
simple
'spline' + 'Loft' modifier + converted
into 'Editable Poly'
Seeds
small
boxes converted into 'Editable Poly'
+ moved some points
Birds
I
model them from standard boxes and converted
them to 'Editable Poly' :)
Leaves
'quad
patch' objects
Hook
on the wall
the
same way I model the 'metal plate'
Tree
branch
standard
box, converted to 'Editable Poly' +
standard tools ;)
Room
(inside house)
standard
BOX, converten into 'Editable Poly',
Remember to invert 'normals'!
C
A M E R A
I create a standard 'Target Camera', tried
to place it like it was on my sketch.
In "Render Scene" dialog-box I
also modify 'Image Aspect' and 'Resolution'.
L
I G H T S & R E N D E R I N G
I created 3 omni-lights. 2 of them are 'ray
traced shadow lights'.
(these 2 lights also casts 'soft shadows',
which is easy to make.
Just modify the 'Bias' , 'Depth' and placement
of the light in your scene.
The other one casts 'Shadow Map' shadows.