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Making of Obidos
by Hugo Silva Web: www.hugodesign.com

obidos

Introduction - Since i remember i love the old historic streets, houses and objects around me, they have a story to tell. I've been born in Tomar, an ancient and beautiful city in Portugal. A few years later I have gone to Lisbon, another beautiful city with one of the most amazing history, culture and it's special light that only exists here. My works are always inspired by the history around me.

Research and References - This work was inspired by a few personal photos from Obidos (another ancient village with a sweet little castle), from a street lost in the corners of this village, but especially this photo (Ref. Photo A) was taken with the purpose to recreate it in 3D.

I've used a few other photos from my personal references gallery to model the doors (Ref. Door A / Ref. Door B) and to model the main window I have used a photo from the same street but this one from the back side. (Ref. Photo B). Many other modeling details are inspired in the main photo or other reference photos. With all this references I also created a few imaginary things like the door in the bottom right corner of the image and the arch and street behind. I use reference photos not to recreate them exactly but to inspire and help me with modeling details.


references

My first decision was to choose the right format for this image. So, I've used the main photo (Ref. Photo A) and added a little bit more of sky in Photoshop to make the composition more attractive. Then I saved the image in a lower resolution (800x1260 for this one) and used it as a background image in 3ds max, setting the “Output Size” with the same resolution to have no distortion in the viewport. This background image was only used to guide me in the modeling process.

My next step was the camera creation and for that I've modeled a plane object with the real dimensions of the left door of the background and I started to adjust the perspective so the object matches with it. With the plane object matching the right place I've created a camera based in the perspective. Then I've started do extrude edges and modeling the walls, always with the background image and the camera in another viewport, so the changes in the model could be visible and fit with the background reference image. (Ref. Modeling).


modeling

In this process I usually check the objects (like walls, door, windows) dimensions if they match approximately with the real dimensions and sometimes I need to make a few changes in the camera perspective to match the geometry with the background. In the modeling process I always detach and separate the different objects and  I spend some time to name then correctly like (“Door A – Glass” or “Window B – Top Stone”). This little detail can improve scene organization, object selecting and the texturing process, but that is just my way to do it. I had a wall object witch I wanted to give it lot's of detail, so I decided to do it in Zbrush. I'm going to explain in a few resumed steps.

1 – With the wall base mesh modeled in Max I've exported that in *.obj format (Ref. Exporting).

exporting

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