IN VEGAS
As a long time resident of Las Vegas, I originally started this
image, with the intention of doing a straight architectural piece
displaying a casino hotel room made-up of gaming equipment-or a
mock winner's suite. Somewhere along the way I decided to add the
sign
Absolutely NO Gambling. Casinos love to play up"the
fact that they could really care less if you gambled or not.
"There's so much to do in this town," they all say, "Go to a
museum, an art show, a thrill ride-See lions, tigers and sharks! Oh
MY!" The reality is; you can gamble nearly anywhere Twenty-four
hours a day. It is very in-your-face at all times, and this is what
I've attempted to depict in this image. In Vegas was created in
Maya 4.0. Also, because this was going to be a static image, rather
than an animation, I used Photoshop 7.0 for enhancing the scene.
When combining a 3D program with a paint program it's always a good
idea to know the maximum resolution of the finished image. This
avoids the headaches of having to redo the entire image if you find
you need a higher resolution. Also, in terms of this piece, I used
polygons only, no nurbs, so when I speak of primitives, I'm
speaking of polygonal prims. GETTING STARTED Before opening my
computer graphic programs, I did an Internet search to get visual
references of objects I wanted to base my image on. This stage is
invaluable whether you're going for realism or cartoon-like images
because you get a real sense of the objects you are creating. You
may believe that you know what things look like, but you'd be
surprised how often your memory is incorrect. I used examples of
anything I could find that would add to the room; dice, casino
chips, cards, roulette wheels, craps tables, and slot machines.
MAYA MODELING AND TEXTURING The easiest pieces to model were the
dice. I started with a primitive cube, and used the Edit
Polygons/Bevel tool, playing with the Offset and roundness until I
was happy with the beveled shape. I then took a primitive sphere
and duplicated it across the surfaces of all six sides to create
the numbers I through 6. Once the spheres were in place, I used
Polygons/Booleans/ Difference to scoop out the holes for the
numbers. I was going for the classic casino die, so the rest of the
texturing was simple, consisting of making two colors in
hypershade: Red Translucent Phong for the die itself, and White
Lambert Opaque for the number dots.
The roulette table, which became the coffee table, the bases and
tops of the columns in the background, and the archway, was created
primarily with a primitive cylinder, and the Edit Polygons/Extrude
Face tool. I start by increasing the axis segments of the cylinder
to 60, so that the round edge reads as smooth and round, instead of
many flat segments. I then went to the top view and deleted the
edges created on the flat top and bottom of the cylinder, so that I
can extrude one face instead of 60. The perspective tool is best
for extruding faces because you can move around the object
continuously and check out the shape that you are creating. I
slowly extruded several times until I had the base (wheel) of the
roulette. I then used the same processes on a second cylinder to
create the turning handle of the wheel. The only texture file I
created was one flat circular image of the numbers on the wheel.
The other textures (colors) were a Silver Blinn Shader and a Phong
Black Shader. The glass table top was a primitive cylinder squashed
and scaled. I applied a Premade Glass Shader to it, available for
free on the Internet. The cards were made by creating a primitive
cube, beveling all edges (as with the dice) and then deleting all
of the faces except for one side. To achieve the correct
rectangular shape I used Yscale. I now needed two of the cards to
partially rollup to create the arms of the couch. For these two
cards I used the same process, except I used the Edit
Polygons/Split Polygon Tool to segment the top half of the card
into 20 segments. Under the Animation menu set, I used the
Deform/Create Nonlinear Bend tool to curl each card. Something to
remember when using Maya, is that the tools under different menu
areas (Modeling, Animation, Dynamics, Rendering, Cloth, Fur) often
do more than just aid in those specific categories. For example,
many of the tools under Animation are of great use for modeling as
well. It's easy enough to miss, however, it's very helpful to know
in order to get the most out of Maya. The stacks of chips are just
Cylinder primitives. I'm afraid, it's all about the texture work on
these. Making sure that the chip-faces on the tops of the stacks
align with the textures I created for the sides (to give the
illusion of several chips stacked). For the Craps Table I created a
primitive cube and deleted all except the top side, scaling Z to
create a rectangular table shape. It is literally one polygon. I
wanted the texture map, and bump map to create the illusion of the
Vegas felt table. At first I tried making it the traditional green
felt, that you see everywhere, but it competed too much with the
other elements in the room. So, I emulated a table using my own
fonts and style, and took a digital photo of a felt table to create
the bump map which makes the table (floor) look fuzzy. The most
complex model in the scene was the slot machine. Again, I started
with a primitive cube and scaled it to make the rectangular base
shape. Then I used the Edit Polygons/Extrude Face tool to extrude
the top face up into the basic shape of the slot machine. Next I
extruded the top front face inward a bit to make the beveled look
at the top of the machine.
For the slot wheels, I used the Split Polygon Tool to divide that
face into three sections, and extruded and scaled each of those
faces inward. If you simply load a primitive cube, and play around
with the Extrude Face tool, you'll see what I'm talking about-It's
a very powerful modeling tool, especially for things that are more
mechanical, less organic. The wheels are just three cylinders
placed within the bevels I created on the original cube. I created
the display glass textures, and the textures on the wheels in
Photoshop, turning up the luminance on the shaders a bit in order
to give each their own glow. After the basic casino objects were
created, I went around adding bits and pieces here and there until
I was happy with the look of the room. The walls of the room were
created by splitting a sphere in half, and halving it again to
create the upper and lower portions of the back wall. I created
small bedside tables, bed, lamps, 3d text for the sign, glass
panels (for the horses), bingo balls, bingo cards. I did this as a
last step to make sure that there was enough detail in the room to
make it believable.
Finally I set up the lights, I used point lights, spotlights, and
an ambient light to light the room in a way that I could showcase
the objects. Spot lights for the columns, archway, and table area.
Point lights for the table lamps, glass panes, and slot machine
lights. Ambient light set very low for the entire room. I didn't
use any directional lights in the scene. POST WORK IN PHOTOSHOP
After the final render (which was set under Render G/obals at
Production Quality), I took the image into Photoshop and began post
work. I used a photo that I took at the top of the Stratosphere of
Vegas as my background image, and adjusted the color balance and
contrast until it worked with the scene. I then worked the scene
piece by piece to add details here and there; bolts on objects,
frost on glass (the shapes of the horses were not a texture mapped
in 3d). I also burned and dodged different areas of the picture
where I felt it was too dark or too light. I consider the post work
stage, to be very critical in many cases of creating successful
static 3d images. Often, artists are working on a deadline, and
they simply don't have the time it takes to make everything work,
in a photorealistic sense, in a render. If the scene isn't an
animated one, take advantage of the opportunity by adding some of
your own creative details in post work. can really make a
difference for your final product of whatever you create. ####
Click here to see more images by
stealthman.
Comments