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Making Of 'The Shop'

By Juan Siquier
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Date Added: 22nd June 2009
Software used:
3ds Max
The scene represents a man and a sculpture, maybe a sculptor observing his work. All the textures used are from the Total Textures CD's see here www.3dtotal.com/textures. I have used the release 5 of 3D Studio MAX without any plugin or automatic system of global illumination.

971_tid_shop_total.jpg
I have started the room from a spline extrusion on its cross section. I don't like to use the boolean operations in MAX, so the window's holes have been made by editing polygons by hand.

I constantly use the tools:"Cut edges", "Target weld vertex", "Create polygon", "Bevel Polygon", "Chamfer Edge", "Cap Border" and "Quick Slice".

971_tid_start.jpg
971_tid_wanted_shadows.jpg
I sometimes deform the hidden geometry to obtain interesting illumination effects. Here I have edited the window frames to obtain that weird curved shadow on the left.

971_tid_spline_renderable1.jpg
The cables and ropes which hang everywhere are renderable splines, it is important to activate the adaptive interpolation
and decrease the number of faces.

971_tid_spline_renderable2.jpg
The bookcase is built with boxes, the bottles are splines with "Lathe", the stairway and the handrails I have made them extruding faces from a box, the watering-can on the right are a NURBS tutorial that I found in a book, the barrels are cylinders with a "Taper" modifier and the seated guy looking at the sculpture he is an articulated puppet in low-poly that I use when I need to include people in my scenes.

971_tid_guy.jpg
To deform the geometry, MAX5 has a really useful tool called "QuickSlice", it is a good idea to give to the rustic architecture a similar treatment to which we give to the organic modeling avoiding the perfect angles and parellel lines, I usually chamfer the edges of the more visible objects and in some cases I subdivide the bevel to them and add some noise.

971_tid_quick_slice.jpg

971_tid_meshsmooth.jpg  
To model the sculpture I have started from a "Box" with some extruded polygons, I have applied a "MeshSmooth" modifier with "Classic" style to which I have decrease the Strength level, by this way I obtain the bevel effect.
In the corner more visible of the pedestal I have moved vertexes to cause some erosion.

971_tid_pedestal.jpg
The objects location in the scene, as well as the camera angle attempts a composition, relaxed, symmetrical and balanced to give to the scene an gentle still look.



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