
INTRODUCTION
Hello everyone! Clep is one of my latest projects and here i'm gonna
explain some techniques that i used to create this image.
To create this
project, I needed a basic main idea of what i wanted to show. I wanted to create
a clear scence focused on one thing, all the magic will be done only by this
object. The beggining was to make its design.
A good way to make good
designs is to have a lot of visual references, use them with the creativity, and
start to mix things up in the mind finding new ways to show what already exists.
Anyway our brains interprets visual stuff relating it with things that they have
seen before.
At Google i could find a lot of reference to start with,
it's good to save a lot of them in the PC to have them near to watch.

Now with
this i started drawing some rough strokes. Honestly i'm not a good drawer at
all, but that doesn't have to be a limitation. Anyway Is very necesary to have
very clear the ideas in a piece of paper not matter how badly they're drawn.
Sometimes some stuff that works pretty fine on paper may not work very well on
3d, so this could change during the process, also because a change of mind or
something else, so it's not good to be afraid to make changes to try to get a
better looking.
This drawing was pretty easy to draw, because all those
circles, i just used a compass.

MODELING
In modelling i try to be respectful with proportions, they're very
important, all the 3d volumes and its esthetic depends on these proportions, the
main skill of a good modeler is to be able to figure out how to build 3d models
with good porportions, in organic modeling this ability could be called also as
sense of anatomy, in inorganic it could be called a good sense of geometry. This
artistic eye could be developed by practicing modeling trying to get lookings as
similar to real shapes as possible. The remaining skills, the technique, are
easier to get, but not less important.
I usually use the same technique
to model inorganic pieces. I start with a primitive creating a basic shape, next
making the details and finally defining out hard edges, this last one are very
important. In the real world is dificult to see surfaces with perfect edges,
even most of objects made of metal doesn't have pefect edges. You can check this
out by looking at objects around you, they have edges with a little range of
smothness, so, the best way to have this kind of edges is to create little
chamfers in edges that need to be hard (this is for middle-close shots, but
objects that are not too close doesn't have to be like this). Obiously it's not
always so easy, if the model has a subdivision like turbosmooth, it's a need to
be careful with hard edges in curved surfaces.
Here are some modeling
wips:

In Some cases i see
useful to use booleans, some people may think booleans are the worst tool to use
in modeling, but actually they're very useful to define cuts with a specific
shape, cuts that will be hard to make manually, like cilindrical holes. Then i
clean up the mesh fixing the topology.

The leather belt
stitches are pretty simple, i just modeled one bended cilinder, multiplicate it
along the belt, and then bended all together.

Splines are also
useful to model some kind of shapes like pipeline-looking ones, insted of
extrude a cilinder it's easier to create a spline and make it renderable using
its thickness value. Also it's useful to make objects that aren't like pipelines
using splines. In the watch base, for example i created and extruded a spline,
then added a shell modifier to it, and finally made the final details in
editable poly.

TEXTURES
Some textures like the belt one were done by playing around in photoshop
with some photgraphs downloaded from internet. The look that i wanted to get in
the leather belt was very difficult to find, so i used some stone cracks and
mixed them with some leather textures.

MATERIALS
The render was done with vray 1.5 RC5 and i used its materials. Metal,
transparent, fabric and plastic were the kind of materials that i used.
The metal material was done with a very dark diffuse and some
reflection. Its glossines value was very useful to make it more realistic
blurring its reflecions, an amout of 12 in the subdivision value was enought to
make it not too much noisy. I set fresnel reflection and some anisotropy.
The transparent material was done with a light color, reflection with
fresnel, and a lot of refraction with a bluish fog color.
The fabric
materials have a fallof diffuse with Perpendicular/Parallel type, it's a fallof
from the normal diffuse texture to a lighter one, i used the same but with a
higher output amount.
The plastic materials has some reflections and a
suitable glossines amount.

LIGHTING
When making lighting for this scene i thought about contrast in the lights
color, it's a good way to make a rich scene, like sunsets, where the orange
color of the sun makes contrast with the bluish light bounced by the sky. It was
not supossed to be an exterior render, but the principle of contrast was almost
the same. I created a studio setup, starting by the main vray Light, i choose
the warm color for this one, a good subdivision amount for this was useful (16).
Then two vray lights at the oposite side of the scene with a cold color and a
small multiplier. The background was a bended plane.

RENDERING
This GI setup was made thinking about the kind of the scene. An Irradiance
map for primay bounces to make a good result without not too much rendering
time, and Quasi - monte carlo (brute force in recent vray versions) for
secundary bounces, a good calculation method in secondary bounces for this
studio scene wasn't too expensive because there isn't too much light bounces
like interior scenes. I used a bluish color for the GI environment and a hdr
image in Relection/refraction environment, i choose this hdri making testing
with several images until i find the most suitable. The lights reflection in the
metal were too jagged even with a good Antialiasing setup, a good way to fix
this was turning on the Sub-pixel mapping and Clamp output checkboxes in the
Color mapping rollout.

This was
the result:

POSTPRODUCTION
The zdepth was useful to fake the depth of field in photoshop, i could
render it in the Render Elements tab. The Enable Filtering option makes the
render antialiased and the zdepth min and max values controls the depth range.

In
photoshop i create a new channel (Alpha 1) in the render image and put the
zdepth map there, i did this to be able to use it in the Lens Blur filter. the
blur focal distance controls where to start blurring and the radius its
intensity.

Next i added two
layers to make a more interesting feeling, i used again the zdepth this time to
make a little fog, obiously it's hard to see a scene like this with fog but i
found this effect quite interesting adding some density to the environment and
more color contrast with a warm color. It was made with a brown gradient and the
inverted zdepth in its alpha. The second layer was a dark surrounding halo to
fill the background.

And here's the
final result:

I hope you like
this making of, see you the next time!.