Jaime Eduardo Fernandez jaimefernandez93@yahoo 3d modeler
home
resume
Old Manor Sanatorium
The Old Manor House Sanatorium is a micro environment that was made to focus on attention to detail. A small area that lays within an abandoned house with dust particles, shards of pealed off paint, needles, glass, a high speed precision bench drill, and some teeth. Old stained glass, chewed up wood, and trash is all that remains in this house.
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
The MSC High Speed Precision Bench Drill is an asset added to the environment to set a creepy feel and a disturbing vibe. It's an abandoned house full of weird things. Even though this asset is out of focus, attention to detail was still put into the model when it was created. If the director or client decide too make any changes, everything should be ready to adapt to those changes. wire frame
clay render
Modeling each and every shred, dust, splinter, and wall peel would take a tremendous amount of time to accomplish. That was the biggest problem for this micro detailed environment. In order to get multiple pieces of shred and dust or multiple amounts of any object, there are ways to make life easier. Using object paint in 3ds max is a good way to put objects in certain areas. For example, the bigger shards in the micro environment, there aren't many. As for the smaller shards, there is a greater difference in amount. Using the particles in 3ds max can really populate your scene with the same objects and make it look completely random and natural. It gives your scene a touch of detail. the process
Always start with the biggest shapes and move on from their. If the biggest shapes are accurate, all the other objects will relatively be accurate and help the artist's work flow speed up. Once you have the biggest shapes, the second largest shapes will fall into place. Then the third largest shapes, etc. You can see a detailed example of building big shapes first leading to small shapes above as well as the process I went through on creating this micro environment.
A total of 12 lights were used to illuminate this micro environment. Three photometric lights, eight omni lights, and a sky light for some image based lighting. The omni lights are each individually linked to certain objects, such as the glass pieces. Getting a glare on the glass is what the omni lights are doing. All of the lights in 3ds max were dim. Levels and brightness were manipulated in Photoshop.
Creating the MSC High Speed Precision Bench Drill was an excellent exercise for enhancing my modeling skills. The bench drill was created quickly to be added to the environment. Using the same technique on all my models, I began with the big shapes. Beginning with the body of the drill, I worked my way around on eye balling the rest of the shapes. I kept the geometry as clean as possible.
Creating the rust, dents, and chipped off surface was simple. Creating a sphere with a sufficient amount of geometry and applying a noise modifier in 3ds max, will give me a rocky looking shape. Putting the shape along the surface where you want the chipped off or dented damaged areas, and applying a proboolean gives you nice results. However, beware of the geometry losing it's order.
Only three renders were produced out of 3ds max. The raw render, a tight and a wide ambient occlusion pass. A lighting correction was made in Photoshop and masked out to create a center focus in the environment as well as to create a slight creepy mood. The lighting correction pass also controlled the glare on some of the glass tubes because they were too hot. Levels were adjusted to brightened up the overall final beauty render. As a final touch, a dust map was created and layered on top to create dust particles in the scene.
Bench Drill Reference Environment Reference
back to top
Jaime Eduardo Fernandez jaimefernandez93@yahoo 3d modeler
home
Old Manor Sanatorium The Old Manor House Sanatorium is a micro environment that was made to focus on attention to detail. A small area that lays within an abandoned house with dust particles, shards of pealed off paint, needles, glass, a high speed precision bench drill, and some teeth. Old stained glass, chewed up wood, and trash is all that remains in this house.
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
The MSC High Speed Precision Bench Drill is an asset added to the environment to set a creepy feel and a disturbing vibe. It's an abandoned house full of weird things. Even though this asset is out of focus, attention to detail was still put into the model when it was created. If the director or client decide too make any changes, everything should be ready to adapt to those changes. wire frame clay render Modeling each and every shred, dust, splinter, and wall peel would take a tremendous amount of time to accomplish. That was the biggest problem for this micro detailed environment. In order to get multiple pieces of shred and dust or multiple amounts of any object, there are ways to make life easier. Using object paint in 3ds max is a good way to put objects in certain areas. For example, the bigger shards in the micro environment, there aren't many. As for the smaller shards, there is a greater difference in amount. Using the particles in 3ds max can really populate your scene with the same objects and make it look completely random and natural. It gives your scene a touch of detail. the process
Always start with the biggest shapes and move on from their. If the biggest shapes are accurate, all the other objects will relatively be accurate and help the artist's work flow speed up. Once you have the biggest shapes, the second largest shapes will fall into place. Then the third largest shapes, etc. You can see a detailed example of building big shapes first leading to small shapes above as well as the process I went through on creating this micro environment.
A total of 12 lights were used to illuminate this micro environment. Three photometric lights, eight omni lights, and a sky light for some image based lighting. The omni lights are each individually linked to certain objects, such as the glass pieces. Getting a glare on the glass is what the omni lights are doing. All of the lights in 3ds max were dim. Levels and brightness were manipulated in Photoshop.
Creating the MSC High Speed Precision Bench Drill was an excellent exercise for enhancing my modeling skills. The bench drill was created quickly to be added to the environment. Using the same technique on all my models, I began with the big shapes. Beginning with the body of the drill, I worked my way around on eye balling the rest of the shapes. I kept the geometry as clean as possible.
Creating the rust, dents, and chipped off surface was simple. Creating a sphere with a sufficient amount of geometry and applying a noise modifier in 3ds max, will give me a rocky looking shape. Putting the shape along the surface where you want the chipped off or dented damaged areas, and applying a proboolean gives you nice results. However, beware of the geometry losing it's order.
Only three renders were produced out of 3ds max. The raw render, a tight and a wide ambient occlusion pass. A lighting correction was made in Photoshop and masked out to create a center focus in the environment as well as to create a slight creepy mood. The lighting correction pass also controlled the glare on some of the glass tubes because they were too hot. Levels were adjusted to brightened up the overall final beauty render. As a final touch, a dust map was created and layered on top to create dust particles in the scene.
Bench Drill Reference Environment Reference
back to top
Jaime Eduardo Fernandez jaimefernandez93@yahoo 3d Modeler
home
resume
Old Manor Sanatorium The Old Manor House Sanatorium is a micro environment that was made to focus on attention to detail. A small area that lays within an abandoned house with dust particles, shards of pealed off paint, needles, glass, a high speed precision bench drill, and some teeth. Old stained glass, chewed up wood, and trash is all that remains in this house.
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
The MSC High Speed Precision Bench Drill is an asset added to the environment to set a creepy feel and a disturbing vibe. It's an abandoned house full of weird things. Even though this asset is out of focus, attention to detail was still put into the model when it was created. If the director or client decide too make any changes, everything should be ready to adapt to those changes. wire frame clay render Modeling each and every shred, dust, splinter, and wall peel would take a tremendous amount of time to accomplish. That was the biggest problem for this micro detailed environment. In order to get multiple pieces of shred and dust or multiple amounts of any object, there are ways to make life easier. Using object paint in 3ds max is a good way to put objects in certain areas. For example, the bigger shards in the micro environment, there aren't many. As for the smaller shards, there is a greater difference in amount. Using the particles in 3ds max can really populate your scene with the same objects and make it look completely random and natural. It gives your scene a touch of detail. the process
Always start with the biggest shapes and move on from their. If the biggest shapes are accurate, all the other objects will relatively be accurate and help the artist's work flow speed up. Once you have the biggest shapes, the second largest shapes will fall into place. Then the third largest shapes, etc. You can see a detailed example of building big shapes first leading to small shapes above as well as the process I went through on creating this micro environment.
A total of 12 lights were used to illuminate this micro environment. Three photometric lights, eight omni lights, and a sky light for some image based lighting. The omni lights are each individually linked to certain objects, such as the glass pieces. Getting a glare on the glass is what the omni lights are doing. All of the lights in 3ds max were dim. Levels and brightness were manipulated in Photoshop.
Creating the MSC High Speed Precision Bench Drill was an excellent exercise for enhancing my modeling skills. The bench drill was created quickly to be added to the environment. Using the same technique on all my models, I began with the big shapes. Beginning with the body of the drill, I worked my way around on eye balling the rest of the shapes. I kept the geometry as clean as possible.
Creating the rust, dents, and chipped off surface was simple. Creating a sphere with a sufficient amount of geometry and applying a noise modifier in 3ds max, will give me a rocky looking shape. Putting the shape along the surface where you want the chipped off or dented damaged areas, and applying a proboolean gives you nice results. However, beware of the geometry losing it's order.
Only three renders were produced out of 3ds max. The raw render, a tight and a wide ambient occlusion pass. A lighting correction was made in Photoshop and masked out to create a center focus in the environment as well as to create a slight creepy mood. The lighting correction pass also controlled the glare on some of the glass tubes because they were too hot. Levels were adjusted to brightened up the overall final beauty render. As a final touch, a dust map was created and layered on top to create dust particles in the scene.
Bench Drill Reference Environment Reference
back to top
Jaime Eduardo Fernandez jaimefernandez93@yahoo 3d modeler
home
Resume
Old Manor Sanatorium The Old Manor House Sanatorium is a micro environment that was made to focus on attention to detail. A small area that lays within an abandoned house with dust particles, shards of pealed off paint, needles, glass, a high speed precision bench drill, and some teeth. Old stained glass, chewed up wood, and trash is all that remains in this house.
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
The MSC High Speed Precision Bench Drill is an asset added to the environment to set a creepy feel and a disturbing vibe. It's an abandoned house full of weird things. Even though this asset is out of focus, attention to detail was still put into the model when it was created. If the director or client decide too make any changes, everything should be ready to adapt to those changes. wire frame clay render Modeling each and every shred, dust, splinter, and wall peel would take a tremendous amount of time to accomplish. That was the biggest problem for this micro detailed environment. In order to get multiple pieces of shred and dust or multiple amounts of any object, there are ways to make life easier. Using object paint in 3ds max is a good way to put objects in certain areas. For example, the bigger shards in the micro environment, there aren't many. As for the smaller shards, there is a greater difference in amount. Using the particles in 3ds max can really populate your scene with the same objects and make it look completely random and natural. It gives your scene a touch of detail. the process
Always start with the biggest shapes and move on from their. If the biggest shapes are accurate, all the other objects will relatively be accurate and help the artist's work flow speed up. Once you have the biggest shapes, the second largest shapes will fall into place. Then the third largest shapes, etc. You can see a detailed example of building big shapes first leading to small shapes above as well as the process I went through on creating this micro environment.
A total of 12 lights were used to illuminate this micro environment. Three photometric lights, eight omni lights, and a sky light for some image based lighting. The omni lights are each individually linked to certain objects, such as the glass pieces. Getting a glare on the glass is what the omni lights are doing. All of the lights in 3ds max were dim. Levels and brightness were manipulated in Photoshop.
Creating the MSC High Speed Precision Bench Drill was an excellent exercise for enhancing my modeling skills. The bench drill was created quickly to be added to the environment. Using the same technique on all my models, I began with the big shapes. Beginning with the body of the drill, I worked my way around on eye balling the rest of the shapes. I kept the geometry as clean as possible.
Creating the rust, dents, and chipped off surface was simple. Creating a sphere with a sufficient amount of geometry and applying a noise modifier in 3ds max, will give me a rocky looking shape. Putting the shape along the surface where you want the chipped off or dented damaged areas, and applying a proboolean gives you nice results. However, beware of the geometry losing it's order.
Only three renders were produced out of 3ds max. The raw render, a tight and a wide ambient occlusion pass. A lighting correction was made in Photoshop and masked out to create a center focus in the environment as well as to create a slight creepy mood. The lighting correction pass also controlled the glare on some of the glass tubes because they were too hot. Levels were adjusted to brightened up the overall final beauty render. As a final touch, a dust map was created and layered on top to create dust particles in the scene.
Bench Drill Reference Environment Reference
back to top
Jaime Eduardo Fernandez jaimefernandez93@yahoo 3d Modeler

 

 

home
Resume
Old Manor Sanatorium The Old Manor House Sanatorium is a micro environment that was made to focus on attention to detail. A small area that lays within an abandoned house with dust particles, shards of pealed off paint, needles, glass, a high speed precision bench drill, and some teeth. Old stained glass, chewed up wood, and trash is all that remains in this house.
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
MSC High Speed Precision Bench Drill Press Head 951203
The MSC High Speed Precision Bench Drill is an asset added to the environment to set a creepy feel and a disturbing vibe. It's an abandoned house full of weird things. Even though this asset is out of focus, attention to detail was still put into the model when it was created. If the director or client decide too make any changes, everything should be ready to adapt to those changes. wire frame clay render Modeling each and every shred, dust, splinter, and wall peel would take a tremendous amount of time to accomplish. That was the biggest problem for this micro detailed environment. In order to get multiple pieces of shred and dust or multiple amounts of any object, there are ways to make life easier. Using object paint in 3ds max is a good way to put objects in certain areas. For example, the bigger shards in the micro environment, there aren't many. As for the smaller shards, there is a greater difference in amount. Using the particles in 3ds max can really populate your scene with the same objects and make it look completely random and natural. It gives your scene a touch of detail. the process
Always start with the biggest shapes and move on from their. If the biggest shapes are accurate, all the other objects will relatively be accurate and help the artist's work flow speed up. Once you have the biggest shapes, the second largest shapes will fall into place. Then the third largest shapes, etc. You can see a detailed example of building big shapes first leading to small shapes above as well as the process I went through on creating this micro environment.
A total of 12 lights were used to illuminate this micro environment. Three photometric lights, eight omni lights, and a sky light for some image based lighting. The omni lights are each individually linked to certain objects, such as the glass pieces. Getting a glare on the glass is what the omni lights are doing. All of the lights in 3ds max were dim. Levels and brightness were manipulated in Photoshop.
Creating the MSC High Speed Precision Bench Drill was an excellent exercise for enhancing my modeling skills. The bench drill was created quickly to be added to the environment. Using the same technique on all my models, I began with the big shapes. Beginning with the body of the drill, I worked my way around on eye balling the rest of the shapes. I kept the geometry as clean as possible.
Creating the rust, dents, and chipped off surface was simple. Creating a sphere with a sufficient amount of geometry and applying a noise modifier in 3ds max, will give me a rocky looking shape. Putting the shape along the surface where you want the chipped off or dented damaged areas, and applying a proboolean gives you nice results. However, beware of the geometry losing it's order.
Only three renders were produced out of 3ds max. The raw render, a tight and a wide ambient occlusion pass. A lighting correction was made in Photoshop and masked out to create a center focus in the environment as well as to create a slight creepy mood. The lighting correction pass also controlled the glare on some of the glass tubes because they were too hot. Levels were adjusted to brightened up the overall final beauty render. As a final touch, a dust map was created and layered on top to create dust particles in the scene.
Bench Drill Reference Environment Reference
back to top