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Making Of 'Bad Dream'

By Dorian Bushi
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop
939_tid_14)-Final_Image.jpg
First of all I want you to know that this image was created for a competition, the goal of which was Lighting & Rendering Atmosphere.

As this is a making of article, I'm not gonna cover every step of the whole process. I assume you have some basic knowledge of 3D in general, and basic to intermediate level for all the 3ds max users.

First I created my concept sketch to focusing better on my idea for the challenge. I wanted to play most with the lightening and atmosphere so i concentrated more on that. The baby in the scene was used to give more expression to the whole situation.

939_tid_01)-concept-fig.jpg
For me it's better to start modelling from simple shapes, using the box modelling technique. So I started modelling the head from a simple box. It's better to study your model first and find how many divisions the box needs to get the look of the face better and faster. That's why I recommend to always start with the simplest shape, and adding details gradually.

939_tid_1.jpg
Stage 1
939_tid_2.jpg
Stage 2

939_tid_3.jpg
Stage 3
939_tid_4.jpg
Stage 4

A very important fact to consider is the modeling flow. I'm talking about the way you build the surface; edge loops/edge rings.

Ok, after dividing the box several times, I converted it to a editable poly, and started adding details. Although I was dealing with a complex organic modeling, the tools I've used were very few. 3ds max has a very robust polygon toolset. 90-95% of the work was done using 2 or 3 tools.( cut, extrude, bevel, weld). Cutting here and there, I've modeled the face of my character. I built the mask using surface patch technique. Drawing splines first, and than adding the surface modifier.

939_tid_5.jpg
Stage 5
939_tid_6.jpg
Stage 6

939_tid_7.jpg
Stage 7
939_tid_8.jpg
Stage 8

939_tid_9.jpg
Stage 9
939_tid_10.jpg
Stage 10


Using the method above, I started modelling the body. Starting from a simple shape/ turning to poly/ and adding detail with the tools I've mentioned before.

939_tid_04)-body_stats-fig.jpg


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