Making of "Something is changing, something is not"

Sergey Chashchin 2020-03-02 09:37 tutorial  > Making of  > modeling

Creating a winning work for Evermotion Challenge 2019.

Hello everybody! First of all, I would like to thank Evermotion for the “Making of” here, it a great honor.
My name is Sergey Chashchin, I live in Siberia, near Lake Baikal :) I am an architect by training and my 3D lesson began while studying in 2009, with the goal of presenting my projects.And immediately became my favorite hobby. 

Short description of your work

I will tell you a little about the competitive work and its history. I had several similar topics before her, but they were grotesque description of urban development problems in modern Russia. But the competitive work allowed to look into the future and portray gloomy times inspired by Orwell’s books, Gattaca films, Blade Runner and others. Then I made several sketches in the notebook, thought them over well, and began to collect references.

 

nr_02529_Image_001


In my photo album I found a snapshot of the summer of 2019 when, due to fires in Siberia, everything was in smoke and the sun was red. And I realized that it is perfect for my idea. I also needed images of the old house, and I remembered the work of A.K. Savrasov.

 

nr_02530_Image_002


I like color solutions here, this is a game in two colors, as well as a vertical composition that allows you to create a sense of height. 

 

nr_02531_Image_003


I believe that there should be a foundation in any concept. To create something new, I am need something already created (Soviet modernism, technology, posters, retro cars, etc.)

 

nr_02532_Image_004


After sketching and searching for all the reference images, you can proceed to modeling. Since the tower is one of the main large elements of the foreground, its development should be of high quality.

 

nr_02515_Image_005


Most of the textures are taken from Textures.com. Added a luminous inscription on the top of “BRIGHT TOMORROW” (material Corona Light). Added ivy using an ivy generator.

 

nr_02516_Image_006


According to the materials, everything is quite simple. Rust made through masks. Dust using Falloff with a modified curve.

 

nr_02517_Image_007


Modeling the house, then texturing it through the unwrap UVW + UVW map, and FFD 4x4x4 was used to give the old house (bending of the roof). Added small details such as house number with street, horseshoe and more. Character made in 3ds max, then ZBrush and texturing in Substance.

 

nr_02518_Image_008


The material of the beam is CoronaLayeredMtl where the base of this wood is further moss at the joints of logs through CoronaAO and dust through adjusted falloff.

 

nr_02519_Image_009


Ground was modeled in 3ds max using FreeForm. Then made a UVW map and added it in Photoshop.
I took the textures of the earth, grass, traces from textures.com and combined them in Photoshop. Of these, I also made a Displace map and a Reflection map.

 

nr_02520_Image_010


At the first step we see the result, at the second we add details (stones, crosses, pier, fence) and the grass from Archmodels vol 126 we slightly adjust the materials to give drought and a couple of tree without a crown from Archmodels vol 163. On the third, add grass using CoronaScatter on the basis of the Diffuse map mask.

 

nr_02521_Image_011 


I took the terrain with GoogleMaps. It is in the background so enough Displace, CScatter and a couple of houses that already exist. The wall was modeled from standard tools such as Box and spline. Texture Sci-Fi and windows with textures.com. Light windows through Self-illumination. Then i found a suitable portrait on the Internet and drew posters. 

 

nr_02522_Image_012


The background is already silhouettes of buildings. Enough of the main form and light from the windows +  backlight (life is boiling there, cars, signs, etc.) 

 

nr_02523_Image_013


The fog as one of the main elements was worked out from the very beginning to the end. There were many settings options for CoronaVolumeMtl, CoronaVolumeMtl + CoronaDistance. There were also differences in the color and size of the sun. As a result, the best result was the combination of the sunny color R189 G0 B0 + CoronaVolumeMtl with the settings from the image.

 

nr_02524_Image_014


Render elements

 

nr_02525_Image_015

 

 

nr_02526_Image_016


Postproduction. The render turned out to be too purple and warm in colors, so it did not create the impression I was counting on. I made a color correction. All color corrections were made using the NIK collection, very flexible and good tools. Next is the addition of elements such as smoke in the city through an alpha channel mask. Drawn the bottom fog, overlay through the ZDepth mask middle. In the end, I decided to fix the distortion of the sun and turn it into a circle.

 

nr_02527_Image_018

Details

 

nr_02528_Image_019

FINAL RENDER

Thank for reading. Good luck!

Author: Sergey Chashchin
Tags: evermotion max work challenge evermotion max winning work award winning award
You may also like...
Dinner is served! Nuke postproduction test

Dinner is served! Nuke postproduction test

This animation by Adam Zimirski was made to study Iray, Nuke and After Effects. Aim was to check the capabilities of Iray and learn the basics of Nuke-u.
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.
evnvis13:29:07  |  13-03-2020
Brilliant idea, fantastic work! Congrats!

+ ADD A COMMENT

  • ul. Przedzalniana 8, 15-688 Bialystok, POLAND