This
tutorial consists of two parts.
The first part includes modelling techniques,
lighting and cameraplacement.
The second part presents information on texturing
and rendering the scene.
I
worked on 3DS MAX Release 4.2, for texturing
I used Photoshop.
I
started creating the scene by sketching down
some ideas.
From all the drawings I picked the best one
and went from there.
My next step was to collect all information
about my object from the real world.
M
O D E L L I N G
The
first piece I modelled was the "window
ledge":
From
the 'Standard Primitives' I picked the box.
After creating it, I converted the box into
an "Editable Poly". In the "Modification"-panel,
under "Selection/Face", I select
the frontside of my "parapet".
Using "MeshSmooth" I subdivide
it.
Afterwards I moved some points and edges.
Now the box started to look more friendly...
S
C R A T C H E S
In
'Front View', I selected polygons in the areas
where I wanted scratched. I subdivided them
once, using "Tessellate", not "MeshSmooth"!
Then I moved some points and edges, as shown
on the picture on the left.
I
selected all the edges I needed and chamfered
them. Collapsing some points I got rid of those
that were not essential for the scratches. After
selecting the polygons inside my scratches,
I extruded them to just a bit to the inside
of the "parapet". - If your scratch
doesn't look good, just tessellate the polygons
around it.
I repeated all steps of creating 'scratches'
until I had a sattisfying result:
M
E T A L R A I L & S C R E W S
A
standard cylinders and two spheres connected,
using 'Boolean' operation, became a rail.
The screws are just primitive scylinders
again, but I changed the amount of sides
to six and unchecked the 'Smooth'-option.
The
'Metal plate' was formed out of a plain box,
converted into an 'Editable Poly', that
and using 'Extrude' and 'MeshSmooth',
was brought into shape.