

INTRO
Hi everyone reading this overview about making-of my work “DNA_priority”. This overview is software-specific as I have used 3DsMAX and Rhinoceros for making a picture and Adobe Photoshop for postproduction but there are no limitations for other software users due to most of principals of production are the same. I will try to introduce to you how I made it. So there is my workflow below:
- decisions
- modeling
- lighting
- texturing
- rendering
- postproduction
Before we start I want you to know that some techniques and solutions that I used can come in sight as something incorrect and maybe strange but anyway I will explain the process as it is. 3D as I see is a some kind of art and there are no limits and ultimate rules after all. So I hope you will like the article.
DECISIONS
Generally before the project have to be started it is important to decide to yourself what your work will look like. I mean the moodand impressions of the final image. I think it is not a good idea to changeyour mind about the style in the middle of the process. But if you sure that your newstyle or mood is better than you are workin on, so do it – change everything. In this case during the processI have spent a lot of time sitting infront of my monitor and just look “inside” viewports because Ihave no idea how to make it more expressive. So if I didn’t like the result I delete all the files ofmodifications.
>>>Tip: pressing SHIFT+DEL is a best way to make your work better.
If you don’t like what you do, who will?
So before I started I decide to show a symbiosis and make the picture non-stylised and realistic as I can. And I thought that filling the scene with abstract and incomprehensibleobjects will solve a good fake effect (as for me I like artworks that fake me out and looks real.As one of my teachers said:”You know that it is fake, but you don’t know where it is”).So all theese was my guidance in the process and I followed it.
>>>Tip: If you know what you want the half of the process is finished.
MODELING
So the next step is modeling. All the geometry in the scene was created withNURBS and POLY with NURMS subdivision techniques. The mesh is quiet simple,so I don’t see any reasons for deep explanation of modeling but however maybesomeone will find it useful if a few samples will be shown…

This is an overall mesh view at the end of modeling process. Well… Actually when I see this and the final image I arrive at a conclusion that the mesh is “overloaded”. In my oppinion the rule “you shouldn’t model it if nobody can see it” is completely correct. But sometimes it is impossible to know what does the final image look like. And in this case exact positions of objects wasn’t determined yet. But anyway it’s always better to realise a proper distribution of mesh density: the closer the object to camera the higher density should be provided and vice versa. Of course this is not a strong principle especially when you are going to use effects (DOF for example) but it will sufficiently increase the perfomance and rendering speed.

OK. To create these objects (except of wires and other small details) I’ve used Rhinoceros.I found this software very useful when I need to create smooth surfaces that do not require of “clean” meshes and normals. As you see all of this objects consist of triangles withdensity distributed regulary over the surface depending on it’s curvature.
>>>Tip: Such a geometry is still editable but Idon’think this is a good idea to do it directly.So it would be logical if we have final meshes inNURBS modeling output.
Rhinoceros has many powerful tools and is very flexible in modeling. Except of allexported meshes contain UV coords (in some cases it really helps in mapping). In additionit brings a lot of fun.

This figure shows some of geometry was made in 3DsMAX. So everything is very simple as you see.There are input meshes on the left side and final meshes after NURMS subdivision applied to iton the right side. Priorly it is Editable poly with subdivision surface turned on but thereare no global difference if MSmooth modifier would be applied to low-poly later.After completing a low-poly model it is very helpfull for mapping to apply polygon ID’s and assign Milti/Sub-Object material with differentdiffuse color attribute. And besides it helps to distinguish objectsin viewports to get a proper composition.
>>>Tip: To meshes with extremely high number of polygons on output it’s better to applydifferent subdivision values for viewport and render due to high valuesfor viewport may sufficiently slow down VGA adapter perfomance (for figure abovethose values are the same with isoline display option turned on).
After all the geometry is completed and have a proper position in the sceneI have started the next step “lighting”.
LIGHTING
Talking about lighting it is necessarily to bear in mind that everything should be in conjunction withrenderer you have chosen earlier. This time I chose Light Tracer as Advanced Lighting (Default Scanline Renderer). So due to this I am able to use Skylight and IES Sun and don’t have to worry that something would be wrong with rendering. You can see lights positions on the figure below with IES Sunparameters.


As for Skylight I left it’s params by default. After some renderer adjustments that’s what I hadon output:

Ofcourse it is only a first steps to finat rendering but it is necessary to decide an overall light ina scene before texturing and then calibrate textures to lighting. As you see it is time to go on with texturing.
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