Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3
Making Of 'Chaleu et Paix'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(Score 4.75 out of 5 after 4 Votes)
| Comments 1
Date Added: 9th December 2009
Software used:


I was looking for some references that could help me put things together. Basically I was aiming for a dramatic shot of an ancient passage, and so after doing some research I came up with these references:

1124_tid_image003.jpg 1124_tid_image005.jpg

1124_tid_image007.jpg 1124_tid_image009.jpg


Most of the objects in the scene were poly modeled. I believe poly modeling is more flexible and a commonly used technique in similar scenes as it facilitates the process of laying out UVs later on. I had to use other techniques like Splines and Loft objects. I find it more convenient to set up the camera angle at early stages so that you don't have to model what is not visible to the camera. This is the camera angle that I chose:

Now it is the perfect time to move on and model all the details you want to have in your scene:

Since it is an ancient scene that we are after, it is a good idea to give your models an irregular shape. This can be done easily by adding more polygons to places where you want it to look and feel old, and then adding Noise modifier with reasonable values. It might look a bit exaggerated in viewports, but you have to put in mind the distance from camera, and GI calculation which blurs details due to interpolation:

More tiny details were added with the aid of Cut tool:


As for the awning (sunshader), I've used Cloth modifier. It started out with a simple plane, with enough segments to deform properly in simulation. Two cylinders were positioned below the plane to give it a shape of an awning stretching over a structure of support posts. In order to give it some wrinkles and folds, I've added Vol. Select modifier and on the vertex selection level I've selected areas where folds will most probably be. Soft selection had to be turned on to make it right. Wave modifier was added at the top of Modifier Stack. You can play around with values until you are happy with the result. To fine tune it even more, Noise modifier was used with a low value in Scale:


continued on next page >

1 | 2 | 3
Related Tutorials

DOF Tutorial Part I

by Yahid Serial Killer Rodriguez
published on 2009-12-09

Keywords: object, scene, dof, depth, field, max,

rating star fullrating star fullrating star fullrating star nonerating star none (2)
Comments 0 Views 39528

Making Of 'The Last Goodbye'

by Rasmus Berggreen
published on 2015-01-23

Keywords: scene, landscape, ship, sail, fire,

rating star fullrating star fullrating star fullrating star halfrating star none (4)
Comments 0 Views 31870

Texturing the Sci-Fi Corridor - Image Breakdown

by Richard Tilbury
published on 2009-12-09

Keywords: scene, sci-fi, corridor, texturing, max,

rating star fullrating star fullrating star fullrating star fullrating star none (6)
Comments 0 Views 22679

Digital Art Masters: V7 - Sample Making Of 'San Juan'

by Daniel Schmid Leal
published on 2013-04-03

Keywords: scene, market, fruit, vegetable,

rating star fullrating star fullrating star fullrating star fullrating star half (15)
Comments 0 Views 140310
Readers Comments (Newest on Top)
Thus on Fri, 09 January 2015 3:59pm
great with photorealistic rendering.
Add Your Comment..