'Enviroment Scene Modeling // Engine Room 4'
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by Ivan Rojo & Eugenio Garcia Villarreal |
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| Maya, LightWave & Photoshop |
Hi, many thanks for reading this Making Of!
We created this image for a client here in Mexico. The image has a lot of high poly modeling and, at the other end of the creation process, a lot of post-process work in Photoshop. So this Making Of is going to be split into these two important parts: modeling and post-production work. |
When we started this project, we could barely imagine how much modeling we were going to need to do. We just focused on having a lot of patience!
We did a lot of internet searches, for all of the engine parts. For the final look and animation, Terminator and Starcraft were really great references. Here are some of the images that we used as references (Fig.01 – 02). |
Everything was modeled in Maya 2009. Some of the modeling was easy and other bits were very difficult. We only used deformers, booleans and the Extrude, Rotate and Scale tools. Look at the screws on your chair – it helps a lot for this kind of work!
Here are some of the simpler models (Fig.03 – 05). |
For the more complex models we used the same tools, but we took more with each model. Luckily Google was there to keep providing us with photo references (Fig.06)! |
If you liked reading this tutorial, you may also be interested in the following.
"Making of Garage - using Total Textures" by Luca Fiorentini & Giovanni Lo Re
I decided to take a model from a short I was developing and use it to study lighting and shading with a cartoony
look. I wanted to create an ambient, alien look. The principal character is from another world (the one with the big
feet that you can just see under the garage door) and I wanted to communicate that with little details here and there.
"Making of Harbour" by Aleksandar Jovanovic
Harbour is my latest personal project, which evolved from an idea to create an old and rusted place surrounded
by water, placed sometime in the future.
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