For
this image only material from the 3D
Total Texture CD's was used. Because
the scene didn't require complex modelling,
but lives mostly from the textures,
I will concentrate on these here. As
a reference for this scene served a
painting by the German artists Carl
Spitzweg titled "Schildwache bei
Nacht" ("Shield-guard at night").
The little modifications and the time
of day explain the title of my work.
Apart from that I was able to do without
sketches or other reference. I have
worked on this piece over some weeks,
the idea for the small modifications
and the title were only produced shortly
before the completition of the scene.
Modelling
To
recreate the scene, I have placed the
painting into the workspace-background
and over the the objects. The elements
were recreated using simple polygonal
models that were placed accordingly.
I was able to position the lightsource
in the same way and directly compare
the shadows cast with the original painting.
The
lighting, but also the position of the
camera and the aspect-ratio of the image
was changed later afterall.
When the scene was mostly done, I picked
every single elemtent out of the whole
to rebuild and for detailing them individualy.
You can follow the process here.
I
have tried to create irregular lines
and edges in order not to let everything
look too fake. Most of the objects were
made out of basic objects and were modifierd
poly by poly utilizing the cut-tool.
Through the use of polynurbs the objects
were chamfered. I worked with as little
polygons as possible to preserve speed.
Instead the objects were worked on using
a tool native to Cinema 4D (HyperNURBS
Weights), to weaken the chamfering in
some spots. The beams of the frame-work
were also modelled. Because of the present
objects the whole appears more three-dimensional.
The fraw-work-wall was roughly cut into
fields. Their polygons were duplicated
to the inside and slightly pulled outwards.
This creats a light bulge. The same
was done to the windowpanes. The outcome:
the planes don't appear so flat.
The
decoration on the shield was done with
the aid of splines and Sweep NURBS.
The roof consists of single tiles, but
they are instances. Through the randomizing
function they were arranged somewhat
more irreguarly.
Texturing
The
texturemaps (from the CDs) were combined,
colours were changed a bit. The textures
were made especially for the objects.
Allow me to take frame-work and gate
as examples. For the frame-work I used
wood, stone and grime-textures, placed
and treated accordingly. E.g. I let
some of the building material overlap
the wood, so that it would seem like
the frme-work was plastered.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
The
only texture for the Gate also containes
the arch.
The gate conists, except for the window,
out of one piece. The stones of the
arch were copied from other texture-maps
and pasted together. The model was made
accordingly, to make the stone appear
more threeimensional, similar to the
frame-work.
To
realize some moss in the corners and
to save a lot of work on the textures,
I used Maxon's shader "Dirty Nuts".
Dirty Nuts "collects dirt"
in the corners of objects. To use the
attributes of moss, I used a corresponding
plant texture in the colour-channel
of the material. Then I loaded the "Dirty
Nuts" in the alpha-channel. This
texture was put over the other textures.
Because of the alpha-channel the moss
is only visible in corners or in the
shadow, where Dirty Nuts works, the
moss texture appears.
Lighting
In
"Day After" there are two
lightsources. One is the sun, the other
one a light that lights the tunnel-exit
in the background. No other lightsources
were neccessary because of the use of
Radiosity.
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