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3ds MAX Tutorial :: Making of Italian Creek
Free 3ds Max Tutorial by CG artist, Jan Jinda
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CGIndia bring you quite Useful and Free tutorial for 3ds Max Users. The tutorials is created by CG Jan Jinda who shows us Making of "Making of Italian Creek" using 3d Studio Max + finalRender. If you like to share your knowledge with CG Community and have any tutorials, we will be glad to feature them on our website along with description about author and website link. Send your tutorials to cgindia@gmail.com


Making of by Jan Jinda



Introduction
I'll explain creation of my last picture Italian Creek. I want to show you my techniques and procedure. I'll take it almost step by step and I'll focus on most interesting parts of production.

Inspiration
I want to create some environment scene in short time, but in quiet high quality. I was surfing the web for some inspiration and I found some great photos, but the best photo found by my friend. It's photo made by Sanja Veletanlic. I didn't want to change anything in the scene accept lighting and then some details because of time.

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Blocking
First of all I prepared lines in original photo in Photoshop for better orientation, after that I've created a camera in max and set up resolution aspect same as in original, then I applied photo with perspective lines as a viewport background in camera view. So my scene was ready for blocking part. This is one of the most important parts in creation of “copy” of some photo. I built the whole scene with simple boxes with their approximate position and orientation. Then I tweaked the whole scene because it wasn't very accurate, because I didn't know lens of camera etc. so I fixed for example sizes of steps and pavements. A lot of problems with the houses in background, but I've tweaked it and faked it a bit. I don't know why but I wasn't able to hit correct distances etc, but from camera view everything is all right :-)...

Modeling



I didn't use any special techniques for modeling. It was only standard poly modeling and basic modifiers like Bend, Noise, FFD, Lathe etc. You can see some more interesting models in pictures. I must point out that plants and tree are models from database. I don't think that modeling of this scene was difficult. Actually there are only modified basic primitives. After elementary modeling I added some irregularities to the scene by using Noise modifier, damaging corners of houses, deforming surface of pavements etc. In scenes like this organizations is very important. For example using layers, I got used to use script written for Blur Studios for layer management, it's called the Onion. This script is like an upgrade of standard layer manager. You can create sub layers, give layer alternative materials or properties and many other useful things. I really recommend this script. I think we can close this chapter about modeling, it wasn't too interesting, but we are going to move to chapter about texturing and this will be much more interesting.





Texturing:
I think texturing was the most interesting part of production. I want to create really complex realistic looking textures. I used a lot of textures from mainly from cgtextures.com and from my own photo library. I paid most attention to textures which take most space in render.



My final resolution was about 3000px so I must prepared suitable textures. Texture size should be two times bigger than its space in render. I tried to adjust resolution for almost all of my textures with my sample mapping reference (made by loocas duber - http://www.duber.cz/dump/uv_map_reference.jpg). If reference was sharp in render, resolution was right so I start to create final texture.


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