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Making of Le Patisserie by Adriana Salinas, Spain


As I could not find a doorknob I like to draw one and then modeled based on the drawing.  With a line I drew the contour of the knob and then transformed it using Editpoly. Using Extrude and Bevel I gave it more body and the applied an FFD (Free Form Deformers) to arch it a little and finally used Meshsmooth. For the base of the knob I used the same method.

doorknob

Acid etched glass is very characteristic of this style. The iron frame is made with lines to which I applied the Sweep modifier. The windows are made of line, and then transformed with Editpoly and lastly Shell modifier. All the ornaments of the awning and outdoor pendant lamp are made in the same way.

iron frame

I think the more detail you incorporate in the image; the more realistic will be the final image.

As for the building, hotel and walls I used the same system to draw all lines, with the window openings done in Editpoly and Shell. I turned again to Editpoly to make the cuts where the extrusions and moldings sit. Curved moldings for windows were done with Line and then Sweep modifier. The railings are made using the same method as the details on the awnings, line and sweep.


I tried to save polygons so that mostly repeated things are transformed by Proxy.  Fireplaces are lines, then modified with Sweep and transformed using Editpoly. I then select some polygons to model the joints of the fireplace. I try to add as much detail as possible; this is what excites me throughout the process.

building

Other scene elements are very simple to model using boxes and primitives with modifiers. For example, to the curb did a box with many subdivisions, select the edges and they did a Chanfle, moved some vertices to deform a little, then a bigger and brighter Noise meshsmooth. I changed the position for, which is not very homogeneous.

Vegetation

The climbing plants came from GW Ivy Generator (http://www.guruware.at/main/). In my experience this free plug-in is very useful. The good thing about it is that you can use it with any climbing plant that generates branches and planes (which are the leaves.) What I do is build the plant with the plug-in then transform it with Editpoly and it automatically separates the ID of the leaves and branches. To make it easier you can select detach leaves and some planes. These planes will then be flowers when you apply the texture.

vegetation

What took more work was the tree I worked on several versions, none of them very good. I started modeling with Onyx tree, but it wasn´t very lifelike. So I opened it in 3d Max and used it as a basis to model the trunk and thicker branches. I erased the Onyx tree and was left with some twigs. Selecting some large branches I distributed these twigs with Scatter. Then, hiding the trunk and large branches, I distributed the smaller twigs with leaves, previously modeled with Scatter. Then using UV layout, I mapped the texture of the trunk.

trunk

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