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3d art

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Transport<br />

Adding fine details<br />

Refining the model and adding textures<br />

Having the basic<br />

09 vessel and cockpit<br />

completed, it was time to add<br />

the details inside it. First of all<br />

I modelled a simple chair and<br />

then the handlebars for the<br />

steering control. These were<br />

placed inside the cockpit.<br />

Then I added seals around the<br />

windows and small air vents<br />

in the hull rear. All these<br />

elements were modelled with<br />

simple shapes and applied<br />

with symmetries.<br />

Initially I wanted to present the vehicle in a neutral<br />

10 environment. With time, however, I decided the hangar<br />

would be more to the point. I modelled it with a cube, thicker<br />

layers of gauze and I added an undulating shape of the roof, the<br />

whole thing slightly asymmetrical so that sides were not very<br />

equal. The side structures were done with lines, giving them<br />

a proper thickness and rendering options.<br />

Lighting<br />

the image<br />

I wanted to present the<br />

scene at a certain time<br />

of day with the sun<br />

slowly setting<br />

westwards. A V-Ray<br />

light to simulate sunlight,<br />

using a spherical shape,<br />

and a light orange-pink<br />

colour was created<br />

outside. The hangar<br />

doors were fixed open<br />

so that this sunlight<br />

could then come in from<br />

outside. I used the<br />

interesting shapes of<br />

the structures and<br />

accessories to create<br />

chequered shadows<br />

around the hangar.<br />

The aircraft was also<br />

illuminated with spots<br />

of light arranged around<br />

the area where it rested<br />

so that it was nice and<br />

bright, despite the<br />

sunlight outside. I also<br />

tweaked the reflections<br />

on the paintwork so<br />

that they had a more<br />

realistic effect.<br />

10 hours<br />

render time<br />

Resolution:<br />

4,000 x 2,250<br />

The UV maps were prepared for the<br />

12 vehicle using the Unfold program and<br />

exported. Mapping was prepared only for those<br />

elements on the side nearest the camera. Knowing<br />

that the ship would only be visible from one side<br />

helped simplify the UV mapping. The walls of the<br />

hangar, as well as smaller items of equipment,<br />

possessed a simple map that was added directly<br />

in <strong>3d</strong>s Max. Then I was ready to take on the UV<br />

texture making.<br />

The modelling of this scene ends with creating the<br />

11 hangar interior. It needed barrels, bottles, boxes of<br />

tools and such elements. I wish I had the room to include<br />

a convincing character as well, but the perspective would<br />

have looked off with someone in it. Most of the objects were<br />

created from simple solids subject to minor modification.<br />

Besides those, I had taken a cable to connect things up and<br />

use fuse boxes and all kinds of electrics. That concluded the<br />

modelling process.<br />

The textures were<br />

13 prepared in Photoshop,<br />

mainly for the vehicle itself.<br />

A 4,096 x 4,096 resolution<br />

texture map turned out to be<br />

high enough. So I prepared a<br />

Diffuse, Bump and Specular<br />

channel render. Other textures<br />

were already lower resolutions,<br />

but this didn’t matter as they<br />

were in the background.<br />

The floor needed a higherresolution<br />

texture as the<br />

camera was positioned quite<br />

low and close to it. Most of the<br />

textures I got free from<br />

cgtextures.com.<br />

213

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