PROCESS
Blocking became the first key step into building this concept. My software for building became 3ds Max. First things first were to bring the reference into Max and position it to the blocking process. I understood from the beginning that this was a piece of art and did not reflect real measurements. Still, it didn’t hurt to turn on an FFD modifier to see if my pieces were placed well.
Once I had the measurements set, the FFD modifier was turned off and the correct alignment was made. From this point a good view of the foundation can be seen and new ideas can start to evolve. One extra piece, not seen here, was to build a back wall. I wanted this room to be a solid room.
A fun little script that helped in creating the various cables and tubes around the door was Wire Bundler by Neil Blevins. The tool became easy to use by first creating a spline and letting Wire Bundler do its duty by creating me various sizes of the same path. The result can get messy if not calculated correctly.
Once the main features of the concept were built, ideas came to mind on what the room needed. These ideas were taken from films, games, and other concept art. This particular part is supposed to be a storage drop-off built with gears and metal ventilations.
The security camera became one the signature parts in the concept and as so, great lengths went into its building.
1. As how every object begins, a block of the silhouette shape was made using base cylinders and spheres.
2. Next came to utilize the cut tool to begin to separate pieces apart. Parts became the lens, covers, and protective glass.
3. Finally, a turbo smooth modifier was applied to see the final result.