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			 The 
						inspiration for this image came from an old photo of a 
						meter in
						an abandoned factory. This tutorial has been published 
			at
			
			
			3dtotal.com 
			also. 
						 
						1) Modeling 
						 
						I started by making a simple cube against a vertical 
						grid. The meter 
						originally had a thin wire coming out from below. Since 
						this lacked a
						personality, I decided to replace it with a thicker 
						metal cable, the type
						you find in old public telephones. Next, the smaller 
						details of the meter
						were added. I deliberately avoided beveling any of the 
						parts, choosing 
						instead to achieve the look in texturing. This approach 
						keeps the whole 
						set extremely light and is commonly used in the gaming 
						industry. 
						 
						2) Lighting 
						 
						I did a basic lighting first before getting into 
						texturing. To simulate 
						the sun, a spotlight with high intensity & yellow color 
						was used. Two 
						additional white fill lights were also used. To get a 
						tint of blue in 
						the shadows, I gave a negative shadow umbra value to the 
						key light. By 
						doing so, the shadow gets a color opposite to the light 
						color and in
						this case blue is opposite to yellow.
			
			   
						  
						 
						3) Texturing 
						 
						Having a large collection of textures & good photos 
						serves as a good 
						hunting ground to get things started. After finding the 
						right images, 
						I started cleaning them of unwanted details. The clone 
						tool in 
						Photoshop was particularly helpful in this. For 
						texturing, I always 
						prefer hunting for a good photograph similar to the 
						desired look rather 
						than blending multiple textures. I believe 'Natural' is 
						best. In some 
						cases, bits of an image were cloned repeatedly to create 
						a much larger 
						image. I normally do texture layering in Photoshop & 
						prefer importing 
						the flattened texture into Softimage XSI. Mixing 
						textures in 3d is
						minimized as far as possible. This approach makes your 
						work easily
						portable across different softwares. 
			 
						  
			
						 
						4) Lighting re-visited 
						 
						Once the textures fell into place, I was not very happy 
						with the 
						initial lighting. To add the illusion of the whole set 
						being larger than
						what it was & also for a better image balance, I needed 
						some shadows falling
						onto my scene. I achieved this by placing 2 boxes - one 
						on top and one 
						on the right side of the Meter. Though they themselves 
						are not visible, 
						their shadows cast a nice look. 
						 
						I used an XSI shader called Dirtmap, which works on the 
						ambient
						occlusion principle, for generating a diffuse shadow 
						layer. The shader
						is available for Maya also but if you don't have it, try 
						getting a 
						similar result with Final Gathering / Global 
						Illumination techniques or
						even through a dome-shaped array of shadow casting area 
						lights. 
			  
						 
						5) Compositing 
						 
						Using the Adjust\Curves tool of Photoshop, I lifted the 
						blacks in the 
						render & then increased the saturation slightly to bring 
						out the rust 
						colors. The shadow layer was rendered separately and 
						with the 'Multiply'
						option in Photoshop, placed on top of the normal 
						rendered image. However,
						this makes the shadow regions lose their color and it 
						changes to black or 
						shades of grey. To compensate this, I made a copy of the 
						bottom most
						layer & layered it on top of the shadow layer with 50% 
						opacity and the
						blending option set to 'Color'. Now the shadow regions 
						take the original
						color of the underlying image. Next, a black & white 
						noise layer was 
						prepared using the 'Noise' filter, blurred slightly & 
						layered on top of
						the previous composition with an opacity of 10% and 
						blend option set to
						'Soft light'. 
						 
						The rusty meter is ready for display at last ! 
			  
			  
			    
	
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