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Making the scene - from modelling to the final rendering

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Date Added: 24th March 2010
Software used:

Walls: Plaster and Bricks

For the wall I started with three more standard-boxes. Two of them will simulate plaster, the third one remains unchanged and will later on become my brickwall.
I used Tesselate to increase the amount of points.

Again I had to model scratches - for that I used the same technique I explained earlier.

Some will ask "Why do I have to model them, when a bumpmap will do the same for me?" Well, yes a bumpmap might do for you. But what about the lighting? Modelled scratches will cast shadows and plaste breaks in many ways - no, bump will not do here.


Window Shutter

Like before, I created some boxes, converted them to 'Editable Polies'. Using move edges and points, tessellate and 'MeshSmooth', I created a good looking wooden 'shutter'. It is really important to model all the detail.

You will see this, when we place some lights in our scene.

Window and Window Pane

For the window I used even more primitives (boxes), to create all necessery abjects.
The broken 'window pane' was created using extruded 'shapes'.


Modelling the spiderweb was more tricky: First I drew a shape, then convert the (closed) shape to 'Editable Patch', move some points ... and there it was

Other Objects



I create a standard 'Target Camera', tried to place it like it was on my sketch. In "Render Scene" dialog-box I also modify 'Image Aspect' and 'Resolution'.

Lights and Rendering

I created 3 omni-lights. 2 of them are 'ray traced shadow lights'. (these 2 lights also casts 'soft shadows', which is easy to make. Just modify the 'Bias' , 'Depth' and placement of the light in your scene.
The other one casts 'Shadow Map' shadows.

1st Ray Traced Shadow Light (KEY LIGHT):
Color: (soft orange) - Multipier: 1.5

2nd Soft Shadow Light (Shadow Caster):
Color: (soft yellow) - Multipier: 0.7
Projection: from created MAP

3rd Ray Traced Shadow Light (FILL LIGHT):
Color: (soft blue) - Multipier: 0.65

Some important thing about chose of your light's colours in YOUR scenes:
For real-looking lights try to pick opposite colors from the wheel of colour.


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