Moroccan based CG artist Nabil Chequeiq shares how he made The Gift Shoes in 3ds Max
I am happy to share my workflow of my latest image The Gift Shoes. This project was based on an idea I had of a man who makes a pair of shoes from old computer bits for a birthday gift.
I started by collecting a lot of references about shoes, computer pieces and lighting ambiance. I find that having good references gives me the potential to have more ideas - about what kind of detail or objects I'm going to make for my scene and how the light will react with materials.
Sketch idea and Composition
Before I begin modeling I blocked out a rough scene with 3ds Max
; I used simple objects like boxes and spheres as a fill in before I added detail. I used a camera angel to give a general idea about all objects and their placement that I needed to model in the scene.
After blocking the general forms off all objects, I started to add the details to each object one by one based on the references I had gathered together. This enabled me to have better freedom when modeling. I always begin with a lower subdivision and add more edges and vertex when I need it.
Adding the details to objects
Texture and UVS
Once all the models and objects have the level of detail I wanted to achieve, I apply the Unwrap UVW modifier to the objects and use modifier tools to set up the mapping. I render the UV to Photoshop
for the texturing process, for some objects I simply use a box or cylinder mapping with tillable texture.
The textured models
I prefer to use VRayMtl
, which results in the objects being and looking more physically correct in the illumination and with more realistic reflection and refraction parameters, of course a faster render time!
Adding realistic materials to the objects
I considered lighting as one of the most important steps in the process, as it reflects the emotion and feeling that I want to show. I start rendering tests with a simple white V-Ray
material, and have an idea about the number of lighting source that I need in the scene, also be sure that the shoes have the most important part of the lighting in the composition.
Using a simple white material to place the lights
Firstly I select all passes in render element section and do a small render with draft parameter to see which passes I need in my compositing process, I can easily verify in the frame buffer to have an idea of every pass separately then I delete the pass that I don't need for my final result.
Global illumination and frame buffer settings
Once the rendering is completed, I go back over to Photoshop and follow this path : files > script > load files into stack, to open all the passes into one Photoshop files with multiple layer, then I experiment with different blending modes to reach the final result.
At this final stage I am happy with the result, I have got to a point where I feel the look of the composited images that I want, and I apply a few final effects like color correction, noise, saturation to enhance the feeling on the image that match the story behind. The result at least it feels more interesting.
Have a look at Nabil's work here
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