'Project Overview'

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'Making Of Training Day'
by Arnaud Valette

Web: http://arnaudvalette.com

Email: arnovalette@gmail.com



Hi everyone and welcome to the Making Of ‘Training Day’, a personal 3d artwork created in my spare time. I conceived this picture in two weeks, and I hope you’ll find some answers to some of your own questions in the Making Of.

In this picture, I used a normal working pipeline: Concept > Modelling > Texturing > Lighting > Rendering- > Compositing.


Concept & Modelling:



In the beginning, I drew a robot – very quickly. I wanted to model this character because I liked the shape, and it was afterwards that I decided to make an illustration with it – a more important scene with all the graphical elements necessary to creating the dynamic illustration, ‘Training Day’. I drew some thumbnails for the composition; the oblique composition intensified and dramatised the situation.

I began modelling the robot, the main character (fig.01), but what is a robot without a BIG gun?! I took some photographic references to create his design; there are two recognisable gun designs (fig.02). With this character, I decided to create a very different picture, so for the environment I didn’t make a futuristic landscape or a city in ruins. Instead I made a Zen environment to make the contrast between the final action and the tranquil location. The oriental door contributes a lot in the creation of this atmosphere. For the armchair, I modelled it and then destroyed it and set right in the action, receiving all the bullets. So, all of these props gave me the possibility to create this picture. At the end of the modelling stage, I made the layout of my scene (fig.03). I put the main character in position, ready to fire at this ‘unusual’ target.


(fig.01)

(fig.02)

(fig.03)



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Texturing:



First of all, I began with the unwrapping of all the models. I did this in 3ds Max 8 with pelt mapping. I didn’t use any other software to help me in this task (fig.04). For the robot, I used photographic textures for the metallic parts and made lots of photomontages in Photoshop to finalise all the textures (fig.05). I preferred to use aged and stressed metal for the robot, so I illustrated the robot’s ‘life’ (he’d had a very active life!). For the paintings on the wall, behind the robot, I took them from my own 2d artworks (fig.06). For the vases, I created a really quick shader with 3ds Max 8. I used an anisotropic that I adjusted, and an HDRI to give more lighting and reflection information.


(fig.04)

(fig.05)

(fig.06)

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