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
Digital Art Masters: V7 - Sample Making Of 'Last Stand'

By Brandon Martynowicz
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(9 Votes)
| Comments 3
Date Added: 3rd May 2013
Software used:
3ds Max, Photoshop, Maya, V-Ray


By starting off with a sketch I immediately knew I wanted to create something old, dirty, grimy, urban and somewhat "sci-fi-esque" that was vast in size and scale. This led me to the Kowloon Walled City in Hong Kong. This is a well know place, so finding references was quite easy. I immediately fell in love with its size, scale, weathering and the amount of detail.


The modeling process for this piece was simple. Low res building facades were poly modeled in Maya in a modular way. Once the model was complete the UVs were laid out, one per object. External pieces such as window frames, hanging deck pieces (over and under), air conditioning units and pipes were also modeled in low res. I knew I would be relying heavily on textures and the paint-over so I did not get too involved when modeling the details (Fig.01 - 02).

1711_tid_brandon martynowicz_fig01a.jpg

1711_tid_brandon martynowicz_fig01b.jpg

Textures and Shaders

For this piece I used around 20 different 1k and 2k texture maps. Each texture has its own Specular and Bump map, so around 60 maps were created for the entire piece. With this number of different shaders and texture maps, it is critical to keep everything properly named and organized (Fig.03).

1711_tid_brandon martynowicz_fig02a.jpg

The shaders were set up with the basic V-Ray power shader. The Diffuse component was made from painted and color corrected photo-based maps, primarily collected from The Reflection component utilized a grayscale Specular map piped into the Reflection and Rglossiness slots. Reflection was used with the glossiness turned down (around .95), Fresnel reflections turned on, IOR based on the material properties and the subdivisions around 24-36 (always in powers of 12). The Bump component was also a grayscale, high frequency image used on all the shaders (Fig.04 - 05).

1711_tid_brandon martynowicz_fig03.jpg
1711_tid_brandon martynowicz_fig04.jpg

next page >

1 | 2
Related Tutorials


Gallery Image.

Keywords: scene, landscape, environment, andy walsh,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (5)
Comments 0 Views 6301


Gallery Image.

Keywords: Materials, lighting, caribbean, sea, scene

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 7602


Gallery Image.

Keywords: vue, landscape, bay, scene,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 174331


Gallery Image.

Keywords: asian, city, tower, buildings,

Go to galleries 1
rating star fullrating star fullrating star fullrating star halfrating star none
Comments 0 Views 38075
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment