“Making the chamber of oceans ” by Tjerk Otten
I used some of the texture parts from the girders, or planks that I used for the wooden table. And the great thing about everything was that by using this cabinet another object from the personal library was added. It became a more personal project day by day. Unwrapping the cabinet was a pretty easy part because I just to make the t-form unwrapping that is often used when making a cube from a piece of paper. By having this t-form it was pretty easy to put the texture on and than I placed the corroded texture parts on the corners of the depth level from the 3d mesh. This is how I got the wooden cabinet to a good finished model.
The Moving Cloth
The moving cloth is something that came along the way. First I wanted to make a large open window with some broken glass and than on the outside of the room some lifeboats, but when I tried this i figured out that i wanted the focus on the inside of the room. So i removed the lifeboats from my idea and replaced it with something you see a lot of the times in movies that are based on the non-industrial times. Where we still used maps and did not have navigational instruments. And I loved this big maps where captains watch how to sail and look for the right directions. The map that is on the moving cloth is a big part of sea next to Italy. Somewhere on this part of the sea Lucas has stranded.
The map itself is not very visible on the smaller resolution renders from the chamber of oceans, but its definitely there. The reason why i used this map as a curtain is that Lucas was somehow protected for dangerous storms and he could try to find out a way to come home by using the coordinations on this map. I used the cloth simulation from 3dsmax and this was just an easy thing today when i combined it with a wind modifier. I liked the fact that the cloth is somewhat burned up, so that light rays can still find there way to the inside of the chamber of oceans.
The Wooden Crate
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