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Making of 'Distributor'

By Denis Tambovcev
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Date Added: 25th January 2010
Software used:
3ds Max, Photoshop, V-Ray
232_tid_final_image_25.jpg

Concept

The main idea of this image was to create an atmospheric environment with a sci-fi setting. So I settled on the idea of a dimly lit room with a massive old distributer, dilapidated walls and plenty of rusty pipes.

Modeling

The modeling stage started the creation of the basic geometry of the scene (Fig.01 & Fig.02).

232_tid_basic_geometry_01.jpg
Fig. 01

232_tid_basic_geometry_02.jpg
Fig. 02

I then started to add the main points of detail (Fig.03 - Fig.06).

232_tid_main_detail_03.jpg
Fig. 03

232_tid_main_detail_04.jpg
Fig. 04

232_tid_main_detail_05.jpg
Fig. 05


232_tid_main_detail_06.jpg
Fig. 06

Texturing

The texturing stage began with the selection of the texture sets. In this scene I used textures from the following Total Textures volumes:

V01:R2 - Total Textures "General Textures"

V02:R2 - Total Textures "Aged & Stressed"

V03:R2 - Total Textures "Bases & Layers"

V07:R2 - Total Textures "Sci-fi"



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