Hi
folks.
I'm gonna explain to you, through this
tutorial, how I created "Boulevard".
I will focus specially in the texturing
part but in addition I'll refer to the
whole scene creation process. I won't
repeat some concepts you must have read
in other tutorials. The idea is that
I will show you the way I face a project,
and tell you about the way I turn ideas
into reality. Just from my experience.
I
hope some of the principles, tips
and techniques I'll explain below
will be useful for you. I tried to
use in this tutorial, 3D concepts
that you can apply in any 3D package.
Maybe you can find some tools that
are not available in all 3D programs,
but sure there's an analog tool or
way to get that in your software.
Before
starting I have to thank to Tom and
Chris, and all the guys from 3D total
team, for their support, trust and
patience.
Let's
start...
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The
genesis of this model was an image I
found in an English book for Spanish
students that I borrowed from my girlfriend
(picture in the right). That was the
starting point.
From that point onwards, I just used
references from real world, pictures
from magazines, books, internet, and
so on, and my imagination.
In
the first part of the project, what
I call "planning", you usually
set the general parameters for the
whole process. For example, in this
specific case, I decided it was going
to be an outdoor scene, based on an
initial picture of an old style building.
It was gonna be lighted by sunlight,
maybe using GI, and it was going to
look like a picturesque old town scene.
I think you always have to imagine
how it will look, and the impression
it's gonna produce in the spectator.
Of course that sometimes, the project
take another course during the creative
process because of different and multiple
events, but you have to keep in the
way you set at the beginning so you
won't lose general overview and you
can choose the best approach to the
problems and difficulties you'll find.
A
point that I always take into account
is the following: You always have
to know what your work is for. I mean,
if you create a scene for getting
a still picture is not the same as
if you want the scene for animation.
A scene that will be rendered with
high quality settings is not the same
as a scene for low quality output.
For
example, in this scene I created,
I didn't use textures with a bigger
size than 1200 pixels (height or width).
That quality was not necessary because
when I began, I knew that I'd render
a long camera take, and the output
resolution wouldn't be higher than
800 x 600 pixels. I think it's a good
point to take into account, 'cause
you can be working for nothing, because
you won't see the difference.
When
I set up all the initial parameters,
I pass to the next step: modeling
the geometry.
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Modelling
in this scene is quite simple. In fact,
the object organization in 3D space
was more complex than the modeling process.
Most
of the objects in the scene are parametric
primitives, sometimes with subtle
modifications. The buildings are boxes
turned into meshes and modified through
sub-object selections (extruding faces,
moving vertexes, cutting, and so on).
The building in the center is an extruded
shape, and then modified at sub-object
level. I used Boolean to generate
the windows and interiors.lose general
overview and you can choose the best
approach to the problems and difficulties
you'll find.

The stairs, cornices, stair-steps,
rafters, the balcony, and some bricks
are all boxes or beveled boxes. I
usually get complex parametrics adding
subdivisions and then, using a noise
modifier to give more irregularity
to the geometry (remember that things
are no perfect in the real world).
The windows were made with boxes,
boolean and sub-object modifications.
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