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Making of Old House by Horvath Elod Web: www.arternative.net

making old house

Introduction

The medieval ages and the way of life during the middle-ages in general have always been an inspiring theme for me in many ways, so I`ve decided to create this scene with hope of recreating some of its atmosphere and feeling.  Another motivation was that nowadays people don`t often get to see interior CG designs which are old, dusty and ruined-like.

My main goal was to create a house from the 16th century or so, where an old carpenter had lived in a quite poor state.


Getting Started

Once I got my goal straight, first I need to get some reference pictures from the internet...Or in general from wherever I could (magazines, visiting museums etc.). I don`t think that anyone could just create some furniture out of the blue which are full 16th century authentic, so getting some reference pictures is always a good idea. Once I got a ton of pictures, I had to choose out the best ones. So, I stuck with a couple of furniture, some tools and some plans on how houses were built back in the medieval ages.

Modeling

Ok, so now the 3D part can start, first things first: modeling. The very first model which I needed was a house. I didn`t like the idea of having some fake walls here and there, I wanted to create a pretty simple, but authentic house, to, eventually,  achieve some lighting tricks. I saw some nice houses in an RPG game I was playing, and decided to check up on it on the internet, so with a few reference pictures I`ve created the following house:

house

Note, every single piece of the board, support the wood is created individually; the tiles on the roof are also separate models. This idea is not very friendly on the polygon count, but my machine could handle it and this way I could really create an authentic house like environment.                                                

The desk is modeled very simply: I’ve used mainly box modeling in this case, some extrusions here and there, maintaining the proportions of the desk which meant watching the reference pictures during modeling. After the main body was completed, I chamfered the necessary edges, otherwise it would have been a pretty weird desk.

The wardrobe is quite easy also, I used mainly box modeling here as well, although some details had to be made with the help of splines and the extrude modifier. I wanted to give the wardrobe a nice old, ruined look, so after the model was done, I added some extra vertexes and moved them around a bit. Edge extrusion helped me get some nice cracks on the door for example.

wardrobe

wardrobe2

Every single decoration is made out of splines (I used the Arc, Line, Elipse splines quite often). First I drew its basic shape, once I got it, I decreased the Interplotation -> Steps value to 4, so I won`t get flooded with many useless polys when the Extrude modifier will be applied. They aren`t completely useless of course, but in this case, these decorations aren`t VERY close to the camera, so I can lower their detail, it won`t be noticeable, yet I`ll save some polygons.

Another important model was the chair in the back. I’ve found some really nice reference pictures about it, so modeling it wasn`t hard at all. I tried to use the easier and most clean modeling solutions during my work, the chair isn’t an exception (mainly, box modeling and playing around with Splines + Extrude modifier). I had to cut some shapes into the back part of the chair, so the Pro Boolean tool was used as well. The eagle heads are simply low-poly models which received the TurboSmooth modifier with render iterations value of 2.

chair

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