Hello, this is Taehoon oh, I’m a senior artist working for one of the best game developing companies in California, US, and this is my private work, Rhino and Terminators.
I’m a big fan of the Warhammer 40k series, but I’m more interested in the concept and painting, I’m not that good at tactical stuff.
I spent more than six months on this project. I mostly used Maya for the modelling and rendered with Mental ray. So now I would like to share with you all about how it was created. I’ ll explain with 3 different parts, making the model, textures and composing the scene.
Concept & Reference
I found most of my reference from magazines and the Internet. I discovered that there are many different styles and colors of Rhino tank, but I chose the Ultramarine blue color and the simplest shape for modeling. For the character I chose the Terminators like you can see below. The main reason why is that I thought this character is the coolest from Warhammer 40k series. However, it wasn’t easy to define the head shape in 3D.
Reference for the Rhino’s
Reference for the Rhino’s
I started polygon modelling from the side tracing and extruding. I used Boolean tool often, even though I don’t trust the Maya one but it worked fine.
The armor was the most exciting part to model. I created simple shapes, like cylinders, tubes, boxes and even hexagons as a modelling tool. Even these simple default poly models have UV maps too. So I could change the scale and placed them wherever I wanted.
I have mostly used Maya’s smooth proxy modelling tool. I learned to use this CPS tool a long time ago and now I just love to use it. This time, the smooth proxy modelling tool was really helpful for making nice curved shapes for the armor and the skull.
The Terminator’s Head
The head of terminator was a really fun part for me. I didn’t use many polygons when making it so it’s very economical. The head is a little different from the original one, I like the more stylized and cartoon looking one, so I made the shape more round and cute.
In this tutorial i will teach you how to model a high definition building in 3ds Max.
And Some High Resolution Images of Buildings and Skyscrapers.. without reference images you cant get started.. first go to www.environment-textures.com
and download some high resolution images of buildings.
..for modeling a building first you need a basic floor plane for the building design. Let me show you the basic floor plane what i mean and how it work …
So lets start it!!!
basic floor plane …
Step 1:open 3ds max 9 or any later version .now make a plane in top view with the same dimensions as
basic floor plane Length: 480 and Width: 640 .
Step 2:Open the material editor >select any material slot and add the basic floor plane image in it.. then apply this material on this the basic floor plane .
Step 3:go in Shapes> select Line and start.
Step 4:now start making the line as shown in our basic floor plane just follow the basic floor plane lines .
Step 5:right click on the line and then convert it to Editable Poly.
Step 6:after editable poly ,lines look like as poly mesh .
Step 7:go to Polygon >select the polygone .
Step 8:Extrude it to: 48.152 .
Step 9:thats the ground floor now we will add doors and windows. but first i have to make a
copy of our ground floor this copy will be use in making of our other floors of building.
go to Edit >Clone> now choose Copy option and click ok.
This will be a brief explanation about making of the quad bike, I like quads but you won’t exactly see me riding one (too scary for me ) anyway it was needed for a small project for a presentation of a quad and motorcycles racing track, it needed to be animated as well.
As usually if you needed any decent realistic existing model you need reference, unfortunately I couldn’t find blueprints for the quad but I did manage to find a decent front side pictures, a tip is to not only look in the official sites and try google image search or anything similar, amateur images is sometimes more clear than good ones because they don’t do any effort to make it perfect they show it for how its really is
As you see its far from perfect reference, so when modeling you always have to be careful and look at reference images taken from a normal viewing angle and checking to see if it’s the same or not (simply use your eye), you can pretty much say that modeling without decent blueprints isn’t certainly your first choice, I can hear some one out there saying duh anyway.
A little trick also is to put the reference image as a background then use a camera to try to replicate the original one, and see if there are major proportional differences (camera match)
I’ve had no problems with modeling, the only hard thing was the lack of good reference which makes modeling more time consuming, I made the all the basic objects using editable poly as following:
then I started adding details also using primitives, splines etc.. and adding simple modifiers to primitives taper, FFD etc
I did also make 4 or 5 types of screws and small objects so I can quickly start copying them and instancing them, that added good amount of details very quickly
So I found this lighthouse. It is a weather control station in Kiel, Germany. I was glad to find a lot of references. Since I could find a lot of references, I tried to put as many things in my scene, as there are in real.
While I checked the references, I noticed that they show the lighthouse during different states. Sometimes it was very dirty and sometimes it looked freshly painted. There are although differences concerning the water level because of ebb and tide so that I had to decide which state i want to show.
After all I tried to do a mixture from all states.