Welcome to everyone reading the overview
about the making of "A little bit
of Bricolage " images.
These two pictures have been made to
"tell a story". If you see
them in any order, they make sense.
It could be that broken down, damaged
place that was turned into a fine looking
balcony, or maybe the fine balcony just
has been left...Time did the rest.
I
must thanks to my fantastic wife for
all the help she gave me in this process,
which wouldn't turn out this nice without
her help. She came out with some ideas
for the whole concept, did a lot of
research work, from the furniture, to
background pics. She was also fundamental
in the artistic composition and combination
of materials and colours. The 3D was
entirely left to me. So together, we
could do these two scenes in 2 days
total.
Of
course, i couldn't go on without thanking
Tom Greenway and 3DTotal for making
such a wonderful set of texture CD's,
from the first to the very last. Each
one of the whole bunch is unique and
undoubtfully a great add to any 3D artist,
as you can see. These pictures were
made solely from 3DTotal's "Total
Texture's" CDs. The "clean"
picture uses only textures from CD 6
- Clean Textures, as the "damaged"
picture uses combinations of several
clean textures along with many dirt,
grime and graffiti masks and maps from
CD 5 - Dirt and Graffiti.
Ok,
so now begins the most technical and
practical part of this overview. Most
people probably will skip the previous
part, i know :) This is not intended
to be a step by step tutorial, rather
a detailed overview of the process for
making such a scene. Although I have
used 3dsmax, other software users certainly
will understand the concepts used. Ride
on!
Choose
which part you would like to know, or
just continue reading:
-Whole
Concept and references
-Part
one "Clean Scene"
-Decorative
Modelling
-Texturing, Lighting and Rendering
-
Part two "Damaged Scene" coming
next week
-Modelling
-Texturing
-Lighting and Rendering
Part
1:
-
Concept and References
As i've already said, the images are supposed
to tell a story. At first i thought I
would simply re-texture my old "Desert
Life" picture, but decided against
it, as the type of textures in the cd
demanded a different approach. i tried
to find some reference pics that could
help me. Furniture, interior design and
garden design magazines were great here.
I have this magazine, that I once bought
that has extremely nice references for
both scenes and furniture. I found this
image which, believe it or not, was the
base for my images.
With
other images I found with several items
that would help me later, I kind of
made a "mind" collage from
each. I also got from there some reference
pics that would help me out later, such
as these:
A
little tip here, you can go to the site
www.unopiu.es
which was the one that i got these references
from.
I
also thouht it would be nice to have
each scene on it's own enviroment and
time. I wanted to make one at night
and one in the morning. I did a web
search for both to find some background
pictures, and i found these that suited
very nicely. I just made some colour
correct to them and thats it. I love
the bird's one :)
Decorative
Modelling
Modelling
for this scene had an important role,
since the textures itself wouldn't be
enough to express what I want...a cosy
balcony. Modelling was divided in two:
the architectural elements and decorative
elements. I did this because I wanted
to use the architecture in the "Damaged
Scene".
I'm going to skip the Architectural
part, mainly because I prefer to write
about that in the other scene, as modelling
is much simpler. So I'll just write
about the decorative modelling.
With the references I've found, I modelled
the chair, long chair, and table and
wheel cart with a combination of bevelled
splines and chamfered boxes converted
to editable polys. The most important
thing to notice when modelling hard-edged
surfaces is that you always should have
a little chamfer, bevel, and fillet
on corner edges. That will make your
objects more real and make light shine
in them. Adding low-resolution small
spheres to make the screws, and that's
it. Here are some pics that better shows
the modelling of these parts.
The
bottles, candles, glasses, vase and
apples were made from simple revolve,
lathe objects with a spline. A tip to
make the liquids and that applies to
the candles to look better is making
the splines top vertex's lower a bit,
while leaving a little higher at the
point where the liquid meets the glass.
In the candles, this helps to have an
effect of candle melting. Here are some
images depicting this tip:
Lowering
top vertices to make liquid density.
The apple modelling is also simple.
I consists in drawing a spline
like this:
and
then applying a simple ffd modifier
(lattice) to alter is symmetry
a little bit. here's the result:
One
model that is easy but boring to
make is the lamp, because it has
its entire frame and also the covering
glass. I simply made several boxes
and joined them together, them made
more boxes to make the glass. Again,
the actual light lamp and support
are another lathe:
For
vegetation, I used a mix of billboard
along with some real 3D bush meshes
that 3dsmax provide as procedural
objects. They worked great! Just
to finish, i actually modelled the
candles light. It is again a lathe
object with some noise applied to
give randomness:
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