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 'The Shop'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(Score 5 out of 5 after 2 Votes)
| Comments 0
Date Added: 22nd June 2009
Software used:
The scene represents a man and a sculpture, maybe a sculptor observing his work. All the textures used are from the Total Textures CD's see here I have used the release 5 of 3D Studio MAX without any plugin or automatic system of global illumination.

I have started the room from a spline extrusion on its cross section. I don't like to use the boolean operations in MAX, so the window's holes have been made by editing polygons by hand.

I constantly use the tools:"Cut edges", "Target weld vertex", "Create polygon", "Bevel Polygon", "Chamfer Edge", "Cap Border" and "Quick Slice".

I sometimes deform the hidden geometry to obtain interesting illumination effects. Here I have edited the window frames to obtain that weird curved shadow on the left.

The cables and ropes which hang everywhere are renderable splines, it is important to activate the adaptive interpolation
and decrease the number of faces.

The bookcase is built with boxes, the bottles are splines with "Lathe", the stairway and the handrails I have made them extruding faces from a box, the watering-can on the right are a NURBS tutorial that I found in a book, the barrels are cylinders with a "Taper" modifier and the seated guy looking at the sculpture he is an articulated puppet in low-poly that I use when I need to include people in my scenes.

To deform the geometry, MAX5 has a really useful tool called "QuickSlice", it is a good idea to give to the rustic architecture a similar treatment to which we give to the organic modeling avoiding the perfect angles and parellel lines, I usually chamfer the edges of the more visible objects and in some cases I subdivide the bevel to them and add some noise.


To model the sculpture I have started from a "Box" with some extruded polygons, I have applied a "MeshSmooth" modifier with "Classic" style to which I have decrease the Strength level, by this way I obtain the bevel effect.
In the corner more visible of the pedestal I have moved vertexes to cause some erosion.

The objects location in the scene, as well as the camera angle attempts a composition, relaxed, symmetrical and balanced to give to the scene an gentle still look.

continued on next page >

1 | 2 | 3
Related Tutorials

Modelling Eyelashes

by Juan Siquier
published on 2009-12-09

Keywords: modeling, eye, lashes,

rating star fullrating star fullrating star fullrating star fullrating star half (5)
Comments 0 Views 37122

Making Of ''The Phoenix Building''

by Juan Siquier
published on 2009-12-09

Keywords: scene, building, phoenix, bird,

rating star fullrating star fullrating star fullrating star fullrating star none (5)
Comments 0 Views 43969

Making of 'Another Rainy Day'

by Daarken
published on 2009-12-09

Keywords: street, scene, rain, car,

rating star fullrating star fullrating star fullrating star halfrating star none (2)
Comments 0 Views 19952

How to Create a Post Apocalyptic Environment

by Andrew Price
published on 2013-02-12

Keywords: scene, warehouse, apocalypse,

rating star fullrating star fullrating star fullrating star fullrating star full (7)
Comments 0 Views 90449
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..