In
this tutorial i will give a basic overview
on how i made the image "Diner".
We will start the journey with modeling, then
texturing, and finally i will explain the
lighting setup. Lets begin!
Modelling
The
modeling in the Diner image is really pretty
basic. Most of the objects in the scene are
derived from rectangles and cylinders. I used
a lot of beveling for the stuff on the table
like the ketchup and mustard bottles, and
the coffee cup.
The
booth cushions were really the hardest thing
to model in the whole scene. I started off
by making a spline in the shape of the cushions.
I
then put that spline in the background layer,
and in a new layer i make some polygons that
follow the shape of the spline.
Then,
when i hit tab to subpatch it, it fits the
shape! After that i extrude the polys out
to make the length of the cushion. Then i
smooth shift the ends to keep the corners
sharp when I hit tab.
For the seams in the cushions, all I did was
use the knife tool to cut a small segment
in the cushion (below) and then smooth shift
it down. (farther below)
Now
were done with the modeling...time to put
some textures on this baby!
Texturing
I
have a library of different textures that
i've gotten from the internet. I used a lot
of those in this image, and also had to go
online and find some new ones. All the wood
in the render is made by applying the same
wood texture image and using cubic projection.
I then added some color variations using the
turbulance procedural. I did this in the specular
layer and the glossiness layer as well. This
added some variation in the specular highlights
that gave a touch of realism to the surface.
For the bump, i just copied the texture from
the color layer and used it in the bump layer.
The floor is the same idea, but i used a seamless
image map of a tile floor
...still
adding the variations in specular and glossiness
layers. For the red booth cushions i first
picked the right color of red, then added
some darker color turbulance to the color
channel with a small scale to break up the
color.
I added a few more layers of different colors,
to simulate grease marks, and everyday wear
and tear. I then copied those layers and put
them in the specular and glossiness layers.
Some small bump was added to give it some
more variations. The wallpaper is just an
image i got online, and i cropped in in psp
to make it seamless.(texture4) Same with the
pictures on the wall. The table top is just
a procedural checker texture. So you can see
that my texture setup was really pretty simple.
You dont always have to paint and combine
a bunch of image maps to get good surfaces.
On to the lighting!