Making of The Death Of A Bird

Rami Hamid 2008-03-11 00:00 tutorial  > 3ds MAX  > misc

The Scene was modeled in Autodesk 3D Max 9. The whole idea was to model a bird cage as a part of modeling practice.

First the cage was modeled from an interiors decoration book where I came across the cage and happened to catch my attention.
The cage was modeled using polygons and splines. The upper part of the cage was made out of splines, used array to distribute the curved lines evely around the cage.
The middle and lower parts of the cage where made out of simple primitves ( cylinders and chamfered boxes ).
The upper hanger of the cage was done using a line section that I lathed using the modifier Lathe from the modifiers list in 3D Max 9.

The Windows were very simple ones, modeled using boxes, converted to editable poly, done some extrusions, bevels and insets to get the final shape.

The ground where the cage is sitting is a simple right angled spline done in the left viewport and applied "Fillet" to it's right angle vertex.

 

TEXTURING

Textures were done in Photoshop for the cage. The BASE material is a Terracota tile texture.
The Hard Light
Materials are dirty wall and grunge materials that I used to give the terracota tile a dirty texture and as you can see how this helped in creating the final texture for the bird cage.

The Window Materials were added in Photoshop from the lower picture.
I cut some parts from the picture, transformed them in PS, played with their hue and saturation to give them a greenish colour and reduced their opacity in order not to hide the background behind the window.

The Brick material was quiet a simple one, you can get these materials from the web, and you might actually find some better ones.
So as you see here, I had a base material, a bump material and a displacement material.

Some would say why displacement and bump together to which I would say, I added displacement for the overall bumpness of the bricks but added the bump material with a little bit high value to emphasise the bumpness in each brick (holes...etc.)

 

LIGHTNING

3 Vray Lights were used in this scene. Two outside the windows and one on the side of the cage as you can see. V-Ray Lights are the best to provide soft light to the scene. No colors were added to the lights, just plain white with a value of 242 RGB and a multiplier value of 30 each to be able to use them with my V-Ray Physical Camera.


Below you can see the renders setting that I used in V-ray to get the below render.

 

RENDERING

First thing I did was I've taken the 3D Max render into PS, Duplicated the layer, changed the blending mode to Soft Light, then played around with the Hue-Saturation of both the layers.

I added a Diffuse Glow filter to the original layer to get a bit of a glow on the left side of the cage because I had sunlight effect in mind for this scene.


Here I added the ground and the windows. I adjusted the curves for this layer then duplicated it and again played around with the Hue-Saturation values of both the layers.

I changed the duplicate layer's blending mode to Hard Light then duplicated the layer with the same blending mode to emphasize the dramatic colors on the bricks.
I then added some bluriness to the right side of the image to fake DOF (depth of field).


I actually painted the sunlight effect in Photoshop and gave it some Bluriness to have a soft feel. The sunlight has 3 layers, two white and one orange.
The second and third layers are duplicates of the first layer but their blending modes where changed to soft light to suite the scene.


And here is the bird image that I found on the web and used. I cut out the bird from the image, adjusted curves, Hue-saturation and duplicated the layer.
The blending mode of the duplicate layer was changed to Overlay to emphasize the dark colors of the bird.

The selected bird had parts of it cut out to fit into my scene. I did that by bringing the selected bird into my scene over my image, reduced it's opacity, and made cut outs where needed, like behind cage bars, door etc....

 

POST PRODUCTION

On the left, you can see the window parts cut out to suite the scene and adjusted in terms of opacity, Transformation and blending mode (Hard Light).


This is the original image that I got from the web to use as a background for my scene. It's adjusted as seen in the one below it.


The background had an adjustment in it's Hue-Saturation to give a cold feel, rather than a warm one as in the original.
Then a Diffuse glow filter was added to it to imply the effect that there is fog and mist in the place which again are all essential for making such modes.


A Grunge, Dirt Texture was then added to the overall scene to give it a bit of Darkness, Sadness and Old effect.

 

FINAL

This is the final image of this process. I hope this "Making Of" was helpful to some of you. Thank you for giving the time to read this through.

 
 
AUTHORS INFO
Author: Rami Hamid
e-mail: nospam


 

 
Author: Rami Hamid
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dennisfx19:45:06  |  28-09-2011
superb!
carlos.yang04:21:04  |  26-07-2013
非常好

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