Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4
Making Of 'Blade Runner Paris'

By Alexandre Ferra
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(19 Votes)
| 83310 Views
| 3 Comments
| Comments 3
Date Added: 21st January 2013
Software used:
3ds Max

With this amount of detail it was difficult to keep the originality, the details and the shapes consistent. To help, I played with the Deformation modifier in Max, which is a very useful way of creating a new concept. You can use Symmetry, Twist, Bend or all of them together and from a basic mesh you can obtain a new concept with new shapes and details (Fig.04).

1653_tid_Fig04.jpg
Fig.04

The car was made with the theme of Paris in mind too. I went with an old European sedan from the 30s, like a Lancia, Talbot, Delage or Mercedes. I added two big reactors at the front. For the modeling, there was nothing special; it's always a pleasure to make a car as there's something magical in modeling automotive design (Fig.05).

1653_tid_Fig05.jpg
Fig. 05

Organization

This type of the scene can cause problem with the polygon density and the number of objects. At the beginning all the modeling was done independently and with a maximum number of modifiers to permit quick correction. When I finished the modeling I merged all my objects by materials or the same element type to increase the unfolding texturing speed.

For the organization of the layers I used the same as my level of details divided into two parts: meshes and lights, with a more few layers like "train" (Fig.06).

1653_tid_Fig06.jpg
Fig. 06


Texturing and Shaders

After I completed the organization of my scene, I couldn't waste time with unfolding the UVs and the texturing, but I also didn't want to lose the quality.

The V-Ray blender was very useful here; I was able to blend some different shaders for each part of the final material (metal, rust, dirt, water, etc). When all the shaders were ready I just needed to put a tileable noise map as a mask in the blending slot and play with the tiling and offset values (Fig.07). Using this system there are a lot of possibility with a single map; imagine what you could do with five or ten!

1653_tid_Fig07.jpg
Fig. 07





< previous page next page >

 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: ZBrush, Advert, Scene

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (7)
Comments 0 Views 7278

Tutorial

Gallery Image.



Keywords: scene, vehicle, train, building,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 58743

Tutorial

Gallery Image.



Keywords: scene, vehicle, combine, half life,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 1 Views 107088

Tutorial

Gallery Image.



Keywords: plants, leaf, keyboard, nature, forest, hardware, futuristic, technology,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 3 Views 40059
Readers Comments (Newest on Top)
avatar
(ID: 193180, pid: 0) Austin on Fri, 19 April 2013 4:10pm
Fantastic work mate, well done. Looks amazing.
avatar
(ID: 177936, pid: 0) Dave Cox on Thu, 24 January 2013 8:50am
Really enjoyed this!
avatar
(ID: 177658, pid: 0) Leon on Tue, 22 January 2013 11:08am
And it was also a picture for a contest on 3dvf
Add Your Comment