Creating a 3D Model for a Sci-fi scene

October 18, 2016

    In our more than a decade of experience we came across number of 3D Modeling work as the part of our 3D Modeling services where clients shared their bad experience with past design partners when it comes to designing a 3D sci-fi scene. We have an extensive array of successfully completed 3D modeling projects for sci-fi scenes. We understand and fully agree that the complexity of subject, models and textures involve in a sci-fi scene is on a much higher level but as per our experience and expertise we list some of the smart ways to achieve the same with an ease.

    The first step in modeling 3D sci-fi scene is to initiate the work by hunting the most relevant reference as per the visualization of the image in your mind. For ease of understanding let’s visualize the scene from Independence Day movie else use the royalty free images from either Google or you can find some good collection in and The next step would be to create the asset models. Again visualizing our Independence day scene you can model the buildings i.e. following a simple technique of hand painting a few displacement maps of single buildings with Photoshop and convert them into brushes would allow you to paint displacement maps for the entire city blocks within sometime. We shall be adding topology and other details later.


    Next step is the texture and shade the created models as per the workflow that is map, shade, alter and randomly distribute textures with Blender’s powerful node system also compilation of light texture atlases follow the same approach of diffusing textures of the buildings in your scene. In general mapping is also undertaken in the same manner except blocking the textures on faces, which point upwards to avoid having lights on the roof.
    As we are ready with our 3D model texture shading modeling and scaling UVs the most exciting phase begins i.e. developing the 3D concept or conceptualizing the entire scene.



    We suggest bundling all the buildings into separate groups that feed particle systems. It will enable a designer to shuffle through randomly generated town layout to select the best suitable arrangement. The next phase is composition, which we feel becomes much straight forward in nature with rendered passes. We usually work from background to foreground. For example sky would set the overall theme for the project we are visualizing i.e. Independence Day mother ship also with Z- depth pass we are able to provide a nice atmosphere to the image.
    Finally the phase which we skipped that is adding the details to our composition to finalize the scene, we believe while undertaking 3D modeling work one should be ready with visualization & creation of scene before adding details, by that the entire flow as well as adding details part becomes much more simpler.

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