Walking
arround I stepped in to a Guillermo
Fernandez de Castro's Lithography, and
a thought came to my mind: "that
can be a nice render" and that's
the inspiration for this tutorial.
This scene took about 2 months of work,
basically because I was using only my
free time to work on it.
I'll explain how it was made focusing
in 3 important points: modeling, texturing,
and lighting.
If you take a closer look to the final
render, you'll notice that the scene
has a very simple structure, the walls,
that are simple Editable Poly boxes
with connected segments to create the
windows and walls, just in case I needed
to make some holes on them.
Once
I finished the basic structure, that
will define the proportion of the scene,
I started to work on the balcony, and
alike all the work here, it's constructed
by simple geometry.
First I created the boxes that will
define the floor, after that I installed
the thin bars for the railway, wich
are evenly spaced instanced splines.
After
the bal5cony was finished, the next
step was to create the larger wood elements,
you need to be very careful to make
sure everything has chamfer edges and
none of the elements are perfect, because
of this I applied a noise modifier to
all the pieces, with this in mind I
could add some chaos on the scene. I
created groups of chamfered boxes and
some other pieces with noise applied
so I can use them later in the scene.
A
very important point with the noise
modifier is to use different seeds
and roughness so the pieces dont
look similar.
Once this was finished the hard (and
tedious) work began, I had to model
all the stones for the windows frames,
doors and columns. Of course you also
have to take special care with chanfers/bevels
in the rock pieces; for some of the
pieces i used a spline creation method
and then a bevel modifier did the part
of both: extruding and beveling.
In certain part of the columns i used
a TAPER modifier to add variation.