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OK

Max Boy

Eric Chardine 2005-11-10 00:00 tutorial  > Making of  > modeling

The idea of this scene was modelling 3d of my son in the garden.




Inspiration and preparation

The first idea of this scene was modelling 3d of my son in the garden. In the same time, a contest was organized by the site 3d-station.com on the topic " the world with eyes of children ". Thus, gradually the concept of the image continued until the final result. Unfortunately, I could not finish at time and took part in the challenge.

Which are the desires of a child, how perceive they what surround them? Finally, it is enough to little thing to make a child happy, can be simply to make him forget its everyday life.

Good, let us pass now to the technical aspect of the realization.


Modeling / Texturing

I have initially to start by modelling the element principal necessary to the realization of the poster, the walls, the window, the stones, and the vegetation.

The elements of architectures are made from limp chamfered with a modifier noise to give them an aspect more real. For textures I used several photographs assembled with photoshop. After desaturation of the diffuse map I carried out the Texture of bump and specular.






The modelisation of the sand vat and its accessories is made with SOLIDWORKS. Indeed, technical draftsman of profession, I do not have always 3D Max. Also the use of this software or others like AUTOCAD or UNIGRAPHICS enables me to save time. The objects thus obtained are imported in max with the .stl format. Just a problem, that increases the number of polygons.

For the texturing of the boards I have to use an image of high resolution on which I moved coordinates UV' S of the object. That thus avoids the repetition for a better realism of wood.

 
For the character, plugin FACEMAKER helped me much. I thus could carry out a face easily corresponding to the images of references.

With TEXPORTER I obtained a base which enabled me to assemble many photographs to have a good diffuse map.




For grass I used the modifier dispersion in order to obtain a consequent number of bits and an impression of volume of the vegetation. The nuances of greens of the unit are obtained by copying several grass bits and in their affecting different materials.

The result obtained : more than 100 000 bits of grass and many hours of calculation ...




Lighting and composition

It is version 5 of 3DMAX that I have use for this scene, therefore, because of the number significant of elements and of the considerable time of render the use of the globale illumination was not possible.

With the Net and his significant source of division of knowledge I used script E-LIGHT for the lighting of the unit. The addition of a direct light simulates the sun and makes it possible to direct the shades.

 
The element of transition between the two realities from childhood is the billboard. This as well as the dustbins was also modelled with SOLIDWORKS. This type of software is ideal to easily obtain mechanical objects or real forms. Moreover, all the functions and dimensions are parametrable for a possible modification. The image of the child in his garden obtained before is used as map for the panel.




Postproduction

To finish, the background is an assembly of various photographs assembled to create an urban landscape. The image is voluntarily desaturate to accentuate the sadness of the place.

The splash of painting and graffitis are added directly with PHOTOSHOP. A light blur around the billboard increases the effect " daydream " for the boy of the foreground.




Best Regards
Evermotion Team
 
 
 
Author: Eric Chardine
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