Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail:

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.


3dsmax: Making of

Jiri Wolf 2005-03-16 00:00 tutorial  > Making of  > modeling

I instantly liked topic "Trojan horse", when the contest Maxarea challenge has started on czech web At first, I wanted made this scene for this contest, but after some time I had completed only 1%. So I leave it for a while, till i'll have some more time, and when the evermotion challenge had come it was the right moment for new start.

Inspiration and preparation

I found inspiration in movie Helen Of Troy. I tried to imitate some things but i also remake some things untill it looked as good as i wanted. I quickly sketched scene and some fundamental things what I wanted have in. But final scene is very different comparing it to the sketches.


I always start modeling from main object of the scene. Thats why I have started model Troyan horse first. I made plain model of real horse at first, just for proportion and then I started work on horse itself. Modeling wasn't so difficult but slow due to details of horse. Whole horse is made from single wooden boards. I let most of wooden boards fell on model of horse, reactor (with big friction so they didn't fall away) helped me with it little bit, but I still had to edit it by hand. Then, when it was mostly completed i just made some small details (bucklers, mounting and some trimming).

I modeled environmental scene mostly from basic primitives using editable poly. Then was time for small details e.g. scattered boards parts, wooden wheels and other mess what I scattered with assistance reactor again.

Next point on the list were characters. With help of editable poly I modeled one lowpoly character, which I transformed into other looks. Then I modeled contemporary clothes inspired by movie for each character, and I rigged them on Biped from Character Studio.


Most of models was textured in very simple way and it didn't need mapping because i was using procedurals materials.

The biggest problem was texturing of Troyan horse, because it consists of about 1200 wooden parts. So I made a few textures with big resolution, which contains couple textures of wooden boards. After that I just mapped with unwrap modifier all boards with different count of polygons, then I only moved mapping coordinates so i used every part of texture. I saved my mapping and mapped randomly another boards. Using this method I got nice seemless texturing of whole horse.

Lighting and composition

I always set lights during the compositing because it really bear on it. First I directed cameras till i have position which I wanted.At the same time I selected widescreen camera (Lens:15mm). After all I added finalrender light RectangleLight and I was moving view of camera to get shine of metal parts on places i wanted.


After preexposure scene I started making materials. Most of materials are fr-advanced. Lot of time was spend on metal and sand material. Metal was made with few Blend materials, where i put together rust, clean reflexive metal and also dirty metal. I'm not very happy with material of sand because it seems like one color in final render. But when I set material to see more roughness it didn't suite to overall lighting. I decided for the first variant.

Rendering and postproduction

For rendering I used finalRender. Adaptive antialiasing 4/64, Global-Illumination Quasi Monte-Carlo samples: 20, secondary samples 15. Whole picture was rendered into 2 layers where in the first layer was almost everything and in the secondary layer were few another characters and objects. Rendertime was about 40 hours due to really killing settings of antialiasing and some big textures. I composed it together in Photoshop and in the end i adjust colours and few tiny details.

I hope this article brought you something...

Best Regards,
Jiri Wolf
Author: Jiri Wolf
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