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Environment<br />

Creating nature –<br />

plant modelling<br />

Wisteria Floribunda 2010<br />

Focused on environment creation, this scene inspired new solutions in Paweł’s<br />

workflow to help him create a selection of plants for compelling arc-vis renders<br />

Paweł Podwojewski is an architect and CG <strong>art</strong>ist<br />

In this tutorial we are<br />

going to learn how to<br />

create highly detailed<br />

plant models using <strong>3d</strong>s<br />

Max, V-Ray and Photoshop<br />

as the base tools. I would<br />

like to show how easy it is to<br />

transfer the techniques to<br />

other plants, so you can use<br />

the skills to build up your very<br />

own library of models.<br />

The presented scene is the<br />

result of a collaboration with<br />

the Nadau Lavergne studio<br />

that designed the building.<br />

My task was to create an<br />

image that would be able to<br />

express the ambience<br />

created by various elements<br />

of the environment. From the<br />

very beginning the plants<br />

were the focal point of the<br />

scene. Because their type<br />

and position was clearly<br />

specified I had to work out<br />

some new techniques that<br />

allowed me to complete the<br />

task with accurate results. I<br />

wanted to make the scene<br />

unique – to brand the idea in<br />

the viewers’ memories.<br />

This tutorial will explain<br />

how using reference pictures<br />

and basic <strong>3d</strong>s Max<br />

techniques can create plant<br />

models just like those shown<br />

in the illustrations. We will<br />

also go through the V-Ray<br />

rendering engine and<br />

material options to polish up<br />

the image for the best results<br />

in Photoshop.<br />

A Gather your reference wisely<br />

The groundwork<br />

Source reference and create basic models<br />

B Each component of the model in this scene might require a different<br />

placement technique<br />

C These are the main elements that make up the planned object – to<br />

create a scene heavily populated with Wisteria floribunda<br />

A<br />

B<br />

C<br />

01 Plan the modelling<br />

The first thing we need to do is to find reference pictures<br />

that will allow us to understand the anatomy of a p<strong>art</strong>icular<br />

plant, which in this case is Japanese Wisteria (or Wisteria<br />

floribunda). Be sure to find pictures showing your focal<br />

object from different angles and scales; try to find shots that<br />

will be orthogonal to each specific p<strong>art</strong> of the plant, like the<br />

leaves or shoots. This process will aid you with the textures<br />

in the following steps and can also be a great help with the<br />

modelling process A.<br />

02 Basic shape definitions<br />

We are planning to create a pretty large scene including lots<br />

of plants. We need to think about the polycount in the first<br />

place to make sure that our workstation can actually<br />

manage with the size of the scene. It’s important to answer<br />

the question: which elements need more – and less – detail<br />

to make them work in regular shots, as well as close-ups? In<br />

this case we have four main objects: flowers, shoots, leaves<br />

and branches B.<br />

03 Choice of modelling techniques<br />

Once we have defined the necessary elements, it’s time to<br />

choose the modelling process. Most single components can<br />

be created using very basic techniques; in this instance, I<br />

chose Editable Poly. To make the plants more natural we will<br />

need a few variations of the same elements to make sure<br />

nothing is repeated. We’ll also need to use some extra tools<br />

to scatter single elements in a random way C.<br />

Inspiration & reference<br />

For this piece, I was quite simply inspired by gardens –<br />

canopies of Wisteria flowers are amazing! Once I’d seen<br />

the first reference pictures, I was sure this was going to be a<br />

very exciting project.<br />

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