In this my first “Making Of”, I’m gonna try to explain the creating process of my image “Dungeon”. I used mainly 3dsmax, with VRay renderer. I also used Adobe Photoshop for the textures and small retouches, and Fusion for the final post-production.
Inspiration
First of all, I must say that I faced the project as a challenge to my own capabilities. Usually, there are several techniques we don’t know, nor try, due to lack of time or interest, or just because we don’t need them for the daily job. So I took it as an experiment, to try to learn and get used to those techniques and tools, which are very useful.
The story of the image starts like this: as a freelance, I work at home. And my family and friends call my office “The Cave” or “The Dungeon”. So the idea came from that. So I tried to mix both concepts: a cool office with some details of a dungeon or a jail. No matter how cool our office is, or how much do we love our work: all of us feel chained to it, sometimes. All of us have our own prisoner ball (mine are some ugly buildings & 3d sections I have to do at work).
References
I started taking some pictures of my real office furniture, and some other objects I do have (computer case, books, magazines, cork panel, electronic stuff…etc). I also put several details or “cameos” on the scene (private jokes or messages to my friends (they know who they are)). This is something I always like to do (when possible).
The room itself was totally made up in my head, halfly inspired on the typical US residential basement, and halfly on a render by Aaron Coon, which I really liked:
Modeling
Most part of the scene was not difficult at all to model, since there are a lot of quite easy objects (boxes converted to Edit Poly and then manipulated splines with thickness or extruded…etc. This is clearly visible on the “essence burner” (don’t know it’s exactly name in English). As you can see, it’s just a lathed spline, and then, I used boolean operations to make the star-shaped holes. There are also several objects I modeled with not much detail, (like the router) trying to save polygons, since I knew they were not going to be too visible on the final render.
|
|
|