All the furniture models where modeled entirely in 3ds Max, and all the cloth pieces where simulated in Marvelous Designer. To start with the modeling, I split the project into chunks for easier handling and modeled each furniture piece in a separate file, later merging them one by one to the main file. Most of them were a combination of different elements from different references put together.Ī sample of the different references I used The best reference images were from antique shops, showing the products from different angles, so that gave me a pretty good idea how each piece would look like. I had a pretty good idea of the general image and antique look I was going for, so after some research I found out that the Louis XV style for antique furniture was the closest to what I had in mind. I also added a camera and chose an initial camera angle, and placed my blocked-out pieces creating a sketch of the composition, and the initial lighting as well.īlocking stage, it looks totally random, but I had a solid idea of what each object was supposed to represent I started by blocking out the initial scene, a sketch of sorts, to have a rough idea of what furniture pieces I’m going to model, where they are positioned, and their scale. ![]() If anyone has any suggestions or questions, I’m always happy to learn as well as help. Below is a brief rundown of my workflow and making of process. I wanted, in this scene, to create everything from scratch, as best as I could, and I tried to pay great attention to the small details as well as to the overall composition. This later became my favorite and most detailed of my projects. I started this project as an exercise in 3ds Max with a V-Ray and Substance Painter workflow.
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