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Making of 'Knocked Out'

By Ilan Cohen
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, Mudbox, V-Ray
Finally, I added turbo smooth (Fig.64) and duplicated the door for each cell opening (Fig.65) with vertex sub object selected. I pooled out some vertexes with the soft selection mode, and turned on to create bumpers and damage to the doors (Fig.66-67).

382_tid_69.jpg
Fig. 64

382_tid_70.jpg
Fig. 65

382_tid_71.jpg
Fig. 66

382_tid_72.jpg
Fig. 67

382_tid_73.jpg
Fig. 68


Texturing

90% of the base textures that I used came from 3DTotal's great texture CDs.

Before I started to paint the textures I laid out the models UV's. For simple models, like the bed's metal parts and the garbage can, or the scales, I used regular UVW mapping (planar, box or cylinder), and for the room and the character I used the UVW unwrap modifier.

 I wanted to be able to control the wall texture in a single map so that I could maintain continuity with all sides of the room's walls, so I laid out the wall's UVs on a single map and set the resolution to 5000 pixels long, to get good results in a close-up render.

Fig.69 shows the wall's UV map.

382_tid_74.jpg
Fig. 69

The base textures that I used for the walls (the posters were found in "Google Images”) can be seen in Fig.70.

382_tid_75.jpg
Fig. 70

The final wall's map, with close-up in full resolution, can be seen in Fig.71.

382_tid_76.jpg
Fig. 71

 
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