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 'Training Day'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(Score 5 out of 5 after 1 Votes)
| 66094 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
Keywords:

Particles

For the gun case, I modelled a case and then used the SuperSpray in 3ds Max 8 to create the case action (fig.07). I looked at some video references to estimate a 'case's life'. I used a PCloud for the armchair and for the debris of the floor, but for the armchair particles I painted a fibre cotton in Photoshop - very quickly, and the alpha of this helped me to realise the shader (fig.08). I then adjusted my SuperSpray and all my PCloud to create something realistic.

395_tid_particule.jpg
Fig. 07

395_tid_fiber_cotton.jpg
Fig. 08


Lighting/Rendering

I conceived the lighting of my scene with Vray 1.5. I used a Vray light and two Target Direct lights to create the mood (fig.09). I chose the Light cache for the GI engine, and adjusted the Irradiance map, the Light cache and the Environment according to my tastes. During this step, I created the beauty pass for the compositing stage. After I made an ambient occlusion pass with Mental Ray (fig.10), I saved another scene and put a mental ray material with an Ambient/Reflective Occlusion onto the Surface on all the elements. In the Material Editor, I adjusted the Ambient/Occlusion parameters (Samples: 128; Spread: 1,0; Max Distance: 30,0). For the DOF, I used the Default Scanline Renderer, but I'll explain this step during the compositing section. For all the images, I took the size of: 1979x3453.

395_tid_light.jpg
Fig. 09

395_tid_DIRT_decor_robot.jpg
Fig. 10

Compositing

The final step is the most important step for me, because it is the step where I really create the atmosphere of the picture that I want. For this piece, I wanted to make more than just a 3d image...

I did all the compositing work in Photoshop (fig.11). I hand-painted some sparkles on the floor to illustrate the impact of the bullets (fig.12). For the motion blur, I rendered a separate pass of the main character, the robot, and then applied - in Photoshop CS - a Radial Blur.

395_tid_step_compo.jpg
Fig. 11





< previous page continued on next page >

 
1 | 2 | 3
Related Tutorials

Drawing & Painting a Sci-Fi Female Character - Part 4

by Ahmed Aldoori
published on 2012-06-01

Keywords: character, female, armored, drawing, painting,

rating star fullrating star fullrating star fullrating star halfrating star none (3)
Comments 0 Views 15077

Create a Game Character: Jouster - part 5

by Adam Fisher
published on 2013-08-13

Keywords: character, human, jouster, female,

rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 0 Views 104005

Simple Game Rigging

by Sean Hewitt
published on 2007-01-24

Keywords: game, rigging, maya, character,

rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 0 Views 139762

Making Of 'Audi R8 in Desert'

by Jacobo Rojo
published on 2009-12-09

Keywords: scene, vehicle, car, audi, desert,

rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 1 Views 43776
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..