In this tutorial I will write much more about compositing a scene, and i will try to show you that accidents have nothing to do here. Also, I will write about psychology and physiology in the scene, describe to you, why I place my objects exactly where they are and show you how to create a good looking scene, using very simple objects.
MOST IMPORTANT IS an IDEA!!!
First I will write a list of "UVW Mapping" for objects in my scenes:
Â Â Â Â Â Â Â Â Â Â Â Â Â Â box mapping
Â Â Â Â Â Â Â Â Â Â Â Â planar mapping
Â Â Â Â Â box mapping
Â Â Â Â Â Â Â Â Â Â Â Â Â cylindrical mapping & box mapping
Â Â Â Â Â Â Â Â Â Â cylindrical mapping (sometimes with 'cap')
Mirror on the Wall
Â Â Â box mapping, planar mapping
Â Â Â Â Â Â Â Â Â Â cylindrical mapping
Â Â Â Â Â Â Â Â planar mapping
Â Â Â Â Â Â Â Â Â cylindrical mapping
Â Â Â Â Â Â Â Â Â Â Â Â Â planar mapping (for leafs), cylindrical mapping (rest of the flower)
- Interior -
The walls were made out of standard boxes. Only the wall with the window was created using splines that were later extruded. The ground was a 'Standard Plane' object. The parapet was made from a standard box object, coverted into 'Editable poly' object.
The next step was, to increase the complexity of the mesh. To do that I used 'Tesselation' and 'MeshSmooth' tools, the same techniques I used to create all wooden boards (on the ground, as our floor, and on the wall to barricade the window).
The broken glass and mirror were created by extruding splines, the mirror's frame was built using the 'Extrude' tool: I extrude a spline and then I moved the edging vertices a little bit and rotate them by 45 deg. I did that to achieve proper frame joints, just like in the real world. The pipe is just a 'Standard Cylinder'-object, modified, by moving and rotating points, in some parts, decreasing the complexity of the mesh and at the end using an 'FFD' Modyfier. The Door is a simple Box that was slightly modified to create some chamfered edges.
The bike-frame, was created from standard cylinders. In some parts I moved some pointsl and used the 'FFD' modifier. I made it very simple because, I didn't need anything complex here - the bike was not the most important object in my scene. The bike`s wheel hanging on the wall consists of a lofted spline (you had to modify the Gizmo-Axis) and lots of duplicated thin cylinder objects. The bike's chain is a combination of yet another extruded spline - a single link - and lots of duplications of it.
From here starts the real and professional work.
A chair is not an easy model in itself. It is very subtle, has lots of beautiful parts and joints, where care must be taken (in modelling) and PROPORTIONS!
Lots of artists, who model chairs, forget about these proportions. Sometimes, moving some points a little bit greatly increases realism in a model. How to understand those proportion, you might wonder? No problem: sit down on a chair. Feel comfortable? Try to compare some chair parts (like their legs) to other objects in the scene (like in the real world). Try to sketch the chairs! I'm almost certain that you will NOT DO IT properly! After millions of different chair sketches, I know the proportions well. Or how to fake them ;)
...and this is all what I want to say about chairs. You will find some more on them in the last section of this tutorial.
The flower-pot was created from a 'lofted' spline. Scratches, on the flower-pot's surface, were achived by using boolean' operations. The flower-ground was a simple box object, converted to an 'Editable poly'. Then I moved some points, 'Tesselated' some faces, and to some of them I applyed 'MeshSmooth'.
For the leafs, I used Quad-Patches with point modyfications, and a global 'FFD Modifier' applied to all leaves.