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Making Of 'Route Kanal / Mandalina'

By Kristijan Stuhli
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, V-Ray, Misc

Of course, Half Life 2 took a huge percentage in the total creation of the scene, especially when you're playing route kanal and water hazard, all the way through the sewers, dumps and garbage. The game is very artistic and the lightning is very realistic. In the begging I wanted to create something unique with elements that are out of place and don't belong to the image. The key elements were "hidden" in the image, I didn't want them to bring too much attention to them, but just enough to make the observer say "what's wrong with this picture ?" The key goal was to create a convincing morning bloom, everything fits here, the low rise of the water, something that looks like a swimming pool but it's not, grass, wires inside, the lights. Everything looks like an aged and rusted old -what- ?

700_tid_route_2.jpg
Clean Towel, Welcome Sign, Sink Cap, Ventilator

Audio inspiration:
Half Life 1&2 game track
Prodigy - No Good, Breathe, Firestarter
Placebo - Sleeping with ghosts (whole album), Plasticine was the favorite pick

Modeling

700_tid_route_3.jpg

Modeling was done in 3d studio max. 99% of the scene are polygonal objects, most of the things started from a 1x1 plane. The architecture of the scene was created from scratch, for modeling objects like barrels and bottles I used references from internet. Damage was modeled in most cases. The scene has total of 1,371,404 polygons. I tried to optimize it but I was seduced by layering the scene ;(

700_tid_route_4.jpg
Electric Wires, Valve





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