In
this tutorial I will write much more
about compositing a scene, and i will
try to show you that accidents have
nothing to do here. Also, I will write
about psychology and physiology in
the scene, describe to you, why I
place my objects exactly where they
are and show you how to create a good
looking scene, using very simple objects.
MOST
IMPORTANT IS an IDEA !!!
First
I will write a list of "UVW Mapping"
for objects in my scenes:
Walls
box
mapping
Ground
planar
mapping
Wooden
Boards
box
mapping
Chairs
cylindrical
mapping & box mapping
Bike
parts
cylindrical
mapping (sometimes with 'cap')
Mirror
on the Wall
box
mapping, planar mapping
Metal
Pipe
cylindrical
mapping
Broken
Glass
planar
mapping
Flower-bed
cylindrical
mapping
Flower
planar
mapping (for leafs),
cylindrical mapping (rest of the
flower)
2.
Modelling
-
Interior -
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The
walls were made out of standard boxes.
Only the wall with the window was
created using splines that were later
extruded. The ground was a 'Standard
Plane' object. The parapet was made
from a standard box object, coverted
into 'Editable poly' object.
The
next step was, to increase the complexity
of the mesh. To do that I used 'Tesselation'
and 'MeshSmooth' tools, the same techniques
I used to create all wooden boards
(on the ground, as our floor, and
on the wall to barricade the window).
The
broken glass and mirror were created
by extruding splines, the mirror's
frame was built using the 'Extrude'
tool: I extrude a spline and then
I moved the edging vertices a little
bit and rotate them by 45 deg. I did
thatto achieve proper frame joints,
just like in the real world. The pipe
is just a 'Standard Cylinder'-object,
modyfied, by moving and rotating points,
in some parts, decreasing the complexity
of the mesh and at the end using an
'FFD' Modyfier. The
Door is a simple Box that was slightly
modified to create some chamfered
edges.
The
bike-frame, was created from standard
cylinders. In some parts Imoved some
pointsl and used the 'FFD' modifier.
I made it very simple because, I didn't
need anything complex here - the bike
was not the most important object
in my scene. The bike`s wheel hanging
on the wall consists of a lofted spline
(you had to modify the Gizmo-Axis)
and lots of duplicated thin cylinder
objects. The bike's chain is a combination
of yet another extruded spline - a
single link - and lots of duplications
of it.
From
here starts the real and professional
work.
A chair is not an easy model in itself.
It is very subtle, has lots of beautiful
parts and joints, where care must
be taken (in modelling) and PROPORTIONS
!
Lots of artists, who model chairs,
forget about these proportions.
Sometimes, moving some points a little
bit greatly increases realism in a
model. How to understand those proportion,
you might wonder? No problem: sit
down on a chair. Feel comfortable?
Try to compare some chair parts (like
their legs) to other objects in the
scene (like in the real world). Try
to sketch the chairs! I'm almost certain
that you will NOT DO IT properly!
After millions of different chair
sketches, I know the proportions well.
Or how to fake them ;)
...and
this is all what I want to say about
chairs. You will find some more on
them in the last section of this tutorial
;)
The
flower-pot was created from a 'lofted'
spline. Scratches, on the flower-pot's
surface, were achived by using boolean'
operations. The flower-ground was
a simple box object, converted to
an 'Editable poly'. Then I moved some
points, 'Tesselated' some faces, and
to some of them I applyed 'MeshSmooth'.
For
the leafs, I used Quad-Patches with
point modyfications, and a global
'FFD Modifier' applied to all leaves.
...please
move on to the 2nd part, to find out about
texturing, and lighting...