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“WHEN I STARTED THIS
PROJECT, I DIDN’T HAVE AN
EXACT CONCEPT FOR WHAT
THE FINAL IMAGE WOULD
LOOK LIKE. I ONLY HAD
A ROUGH VISION IN MY
MIND”
Chris Carter takes us
through an in-depth
look at how he went
about creating his
scene.
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Making Of GUITAR AT CONSTRUCTION SITE
CREATED IN:
Modo (modelling, UV), 3ds Max (environment,
scene gathering), Maxwell Render, Photoshop
(textures, post-processing).
INTRODUCTION
This is an old project that I started about a year
ago and only inished recently, because my free
time kept getting interrupted.
CONCEPT
When I started this project, I didn’t have an
exact concept for what the inal image would
look like. I only had a rough vision in my mind;
I knew that I wanted to put a guitar in an
unsuitable place, where it could contrast with
its environment, but that was about it. Starting
a project without having a clear concept is not
something I would recommend, but I’m used to
it by now. However, it did mean that I ended up
making lots of different textures and models that
I didn’t use, but I don’t see the time as wasted
because it allowed me to develop my skills and
my experience.
These are some of the images of construction
sites that I found on Google and then used
to make my environment. ( Fig01, Fig02 and
Fig03 )
MODELLING
I don’t normally work a lot in Modo and this
project gave me a good chance to improve my
skills. So it was important to me to make a very
accurate model, even if not everything would
be visible in the inal image. I wanted to make
sure that whatever position the camera was in,
it wouldn’t uncover parts of the model, or any
objects, that were lacking in detail.
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GUITAR AT CONSTRUCTION SITE Making Of
In terms of the guitar, the irst thing I did was
take photos of my own instrument, so that I
could use them as references and a source
for textures. Then I drew sketches of all the
small details on the guitar and marked all the
necessary measurements. It was pretty useful to
be able to model my own guitar, because it was
much easier then trying to ind good reference
photos on Google. However, I did end up taking
the front view photo from the Ibanez website,
because although it’s not exactly my guitar, it’s
similar enough ( Fig04, Fig05, Fig06, Fig07,
Fig08 and Fig09 ).
I’m not going to go into much detail about the
modelling process. Modelling in Modo is not too
different from other similar software packages.
I made many interim saves of the project in
separate iles, so that I can show the different
stages of modelling ( Fig10, Fig11, Fig12, Fig13
and Fig14 ).
And inal result close up ( Fig15, Fig16, Fig17,
Fig18, Fig19, Fig20 and Fig21 ).
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Making Of GUITAR AT CONSTRUCTION SITE
TEXTURING
Mapping was another area where I didn’t have
any issues - Modo have very good tools that
allow you to make a UV map quickly. Only some
of the objects had to be unwrapped, others
needed a simple box or planar mapping, and
some didn’t need any mapping at all.
For the environment, I used textures from
cgtextures.com ( Fig22, Fig23, Fig24 and
Fig25 ).
You can see how I made the texture for the
concrete wall ( Fig26 ).
When I made the grill for the ampliier and cab,
I used four pairs of textures, opacity and normal
maps. This method allowed me to use several
small tiled textures instead of one huge texture,
while at the same time it still looks like a high
resolution map ( Fig27 and Fig28 ).
Here you can see other textures that were used
( Fig29 ).
Adjusting materials is pretty simple in Modo as
it doesn’t have tricks and fakes, such as VRay
has. Combining BSDF layers with different
material properties is the only ruse I used.
Glossy with rough gave an interesting effect,
but remember: more layers means more render
time.
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GUITAR AT CONSTRUCTION SITE Making Of
These images show some of the materials that
were used ( Fig30 and Fig31 ).
ENVIRONMENT AND
RENDERING
All the light sources I used are simple plane
objects with a Maxwell Material emitter. I
used the Highlight tool in max to make a nice
relected light source in a speciic place on the
object.
I applied a noise modiier to subdivide the wall
so that it didn’t look too lat ( Fig32, Fig33, Fig34
and Fig35 ).
As you can see, the main image (guitar with an
ampliier) doesn’t make it possible to see all the
details. So I decided to make additional renders,
but in a different environment - such as a studio
( Fig36 and Fig37 ).
As this image shows, there aren’t any speciic
settings. Everything is extremely simple ( Fig38 ).
The most important thing is the camera settings,
because the camera in Maxwell is similar to a
real camera ( Fig39 ).
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