This
scene was made using Lightwave
for modeling and rendering, Photoshop
was used for the Textures and
post work.
A
picture of a hotel-corridor was
something I wanted to do for quite
some time. Characters should be
in that scene too, but I had no
Idea what kind of characters,
or even what they were supposed
to do in this scene.
As I was sure about the appearance
of the corridor I started modeling
- so the character-problem had
a little
more time.
Modeling
of the corridor, the furniture
and the trash was quite easy,
even though time consuming. The
corridor itself is a simple form
extruded from a basic plane. The
wooden floor consists of 40 cloned
boxes. Simple
boxes are forming the furniture,
too. The wallpaper is a sub patched
plane. Some points were unwelded
to
make cracks and holes in the mesh.
The edges are a little emerged
to make it look as if the wallpaper
is going to fall of the walls
soon. The wallpaper-planes were
placed in different heights all
over the corridor walls. Polygons
were moved or deleted to make
it look irregular. The cardboard
boxes where made by beveling a
box to the final shape. All the
trash-objects are simple. Bottles,
cans, glasses were all made by
simple forms and the use of the
lathe tool.
I
wanted to use the Total-Textures
CDs for the image, especially the
dirt & graffiti CD. After a
few minutes of searching the CDs
content, I already had most of the
basic Textures and dirt maps. Seamless
texture maps are a great thing,
especially when you don't want to
spend much time on texturing. So
most of the Textures were taken
directly in the image - just changed
colour and contrast to what I wanted.
Some procedural Textures were added
to make it look a little dirty.
The Textures of the main corridor-walls
were made through the use of the
dirt maps from the CDs - mixed together
in Photoshop with some of my own
textures from photos I took, and
some of the clean textures. The
final Textures were repeating very
obvious, which wasn't important,
because of the lighting (many shadows)
and the objects in front of the
walls.
As
time went by, I had no time to make
a fully new character - so I used
a model of a thin old man I made
half a year ago. The existing 3D
Model was stretched with the magnet
tool to an old, fat and ugly lady.
I thought it would be funny to place
a cleaning Lady in that mess of
the corridor so I put her in some
kind of cleaning outfit. But since
it is really dirty, she would have
to use something very powerful for
cleaning - a shotgun. After all
she has to deal with a whole bunch
of rats, and who knows what else.
Texturing of the lady was quite
easy. The attention in the image
is on her, but she is only a small
part in the image, so it was not
necessary to make
the textures very perfect. The rats
were modeled poly by poly - creating
all polygons by selecting the
corresponding points by hand. The
result was a low-poly model, which
was subpatch. The rats had no Texture
at all. Sasquatch was used for most
of the fur.
3
lights were used for the lamps
on the ceiling, 2 for lights from
other sources. Setting the lights
up was very difficult, even with
so less lights. After hours of
playing with different settings
and intensities, I started the
render with radiosity enabled.
After 26 hours of rendering it
was time for the post work in
Photoshop. I painted more fur
for the rats, hair (with a cheap
tablet) and the underskirt of
the lady and placed even more
of the dirt & graffiti images
onto the walls and ceiling to
make the image look even dirtier.
It
was great fun to work with these
great Total Textures CDs. I am
sure to use them very often in
future projects because it is
very easy to get realistic looking
Materials in a short amount of
time.
That's
it. I hope this piece of text
is of interest for anyone.
dOUGh
This image was created using
a few of the hundreds of textures from
the Total Texture CDs - very comprehensive
texture collections priced with the
hobbyist in mind. To see more examples,
download free
samples and read full details follow
this link