'Project Overview'


Making of 'Ran Out of Money' - Using Total Textures
by Dennis Ekk



Email


Software used :

3ds Max 2009, Brazil v2, Combustion & Photoshop

Concept :

The idea for this rendering came from my brother’s upcoming wedding and the fact that most of my work is focused on exterior scenes. I wanted to explore interior lighting and specifically the effect of bounced light within a room with minimal direct light from the outside. I wanted a scene that had subtle objects that complimented the lighting but were not the main focus. I had a rough idea of how the scene would be laid out (wedding reception with tables, chairs, centerpieces, etc.) but didn’t sketch anything out since this was just a learning exercise.  I used reference material from the Internet for things like the cloth-covered chairs, the centerpieces, and the room layout (Fig.01).

Fig.01

Modelling :

Most of the objects were modeled by starting with simple primitives and editing with the “edit poly” feature. For the plates I used a circle, poly edited, then used inset, extrude, shell and turbo smooth to get a nice smooth rounded feel (Fig.02).

Fig.02

For the chairs I used more of the edit poly feature and turbo smooth together. I started with a box primitive around the base of the chair in order to keep dimensions in check. I added an edit poly modifier and then started sculpting the flow of the material. I then added a turbo smooth modifier to see how the creases would smooth out. I routinely switched between the edit poly modifier and the turbo smooth modifier in order to see the results. This was an iterative process; adding and moving vertices in order to get the look I wanted. Since this was a learning exercise I only created one chair. I made sure that the mesh on the chair was not symmetrical, as I was only using one chair that would be instanced around each of the tables (Fig.03).

Fig.03



3D-environment


The napkins, roses, centerpieces, wine glasses, and tables all used the same principles. For some of the non-flowing objects I used rendered splines and lathe modifiers (Fig.04 – Fig.07).

Fig.04

Fig.05

Page 1

Discuss this Making Of in our Forums here.