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Making of "There Is Hope" - Warehouse by Ryan W. Knope, USA Web: www.ryanknope.com

warehouse

With any art piece there is inspiration. My inspiration for this work came from many directions. I woke up early one morning and couldn't sleep, so I was looking at artwork. I found a piece by Marek Denko that I fell in love with. The scene itself was simple, but beautifully done and life like.

I began with a similar structure setup, although the room was way too empty. The project then went into hiatus for a few months. Eventually, filling it up with plants turned me on and the interior grow room idea was born.

As time went on, I also moved on from "Photorealism" and liked more of a stylized approach. Often I prefer style to photo-real. It allows me the opportunity to be more artistic in my opinion.

In this article I will go through some of the general process of creation and ideation within 3dsmax and Photoshop.

Applications Used: Pixologic ZBrush 4, Autodesk 3ds max 2010, Adobe Photoshop CS4.
Render Processing Time: 12 Hours
Machine Used: Intel Core I7 X980 overclocked to 3.95 ghz with 6 cores, 12 GB of Ram.


Base Scene

The base scene was built mostly out of basic objects in 3ds max. The materials included a bit more detail, utilizing Diffuse, Bump, Displacement and some other options within Arch & Design Materials. Box UVW mapping was used, as nothing really needed to be unwrapped.

Lighting at this point was done with using MR Sun / Sky and Final Gather with Global Illumination.

Once I had the shape of the room solidified I began sketching out its contents, which I later threw away and do not have to show you here.

room

The Upper Detailing Process

The first element I started to add was the upper light fixtures. They were created by using primitives and renderable splines.

In this rendering I wanted a lower hanging ceiling element along with a more standard warehouse structure up top. By creating the lower piping and lighting first, it gave me an idea of how much room I had for the water hoses and how much of the upper area would be seen.

At this point the lighting also got a face lift, because the "Self-Illuminating" materials were calculated into Final Gather and helped light the scene quite a bit.


detailing process


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