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Making Of 'Time Under The Trees'

By Alfa Smyrna
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Date Added: 20th August 2009
Software used:
3ds Max, V-Ray
260_tid_Fig.37.jpg

Introduction

I am happy to share the Making Of story of my scene "Time Under The Trees", which was created in 3ds Max and rendered in V-Ray.

I decided to make this series of images when I saw some photos of a Toorak Residence in a book. I thought it would be nice to make different seasonal images of a similar residence inside a forest, under some trees. I changed some of the architectural forms, colors, and materials to a large or a small extent throughout the creation process.

Organization & Layout

My project consisted of images with different seasons and lighting, so I needed to make:

  • Variations of some models (like trees and ground)
  • Variations of some materials (wet and dry materials, dry leaves etc)
  • Variations of lighting

So from the beginning, I tried to keep everything organized. I named everything properly and used layers to organize things and grouped the layers. I believe this is very important and saved me a lot of time.

First, I modeled the base layout of the concept and adjusted my camera point of view. This was an important step because it meant I could adjust the level of detail in my models according to how close they were to the camera.

I defined the following zones (Fig.01):

  • Zones with high detailed models (Foreground)
  • Zones with medium detailed models (Midground)
  • Zones with less detailed models (Background)

260_tid_Fig.01.jpg
Fig. 01

Modeling

Most of the models on this project were basic and simple, rectangular building parts. I modeled everything with editable poly and the basic tools such as chamfering, connect, extrude etc.Here you can see how I modeled the rocks on the ground (Fig.02 & Fig.03).

260_tid_Fig.02.jpg
Fig. 02

260_tid_Fig.03.jpg
Fig. 03

For the little pebbles on the ground, I used a composite technique:

  • Foreground: Meshes distributed with ParticleFlow with higher density
  • Midground: Meshes distributed with ParticleFlow with less density and displacement
  • Background: Normal Mapping

First, I modeled a few different little stones (Fig.04 & Fig.05). I then converted these meshes into VrayProxy to save RAM. VrayProxy is an excellent feature of V-Ray.


260_tid_Fig.04.jpg
Fig. 04

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