
This piece involved modeling assets (different bottle and glass types, currency, etc.) and designing the camera and lighting layout. ***** Software: 3Ds Max, Photoshop.

This piece involved modeling assets (different bottle and glass types, currency, etc.) and designing the camera and lighting layout. ***** Software: 3Ds Max, Photoshop.
Bar Scene Micro Environment
The purpose of this project was to design a scene that at first glance looked like a normal environment, but upon further inspection had a story hidden within it.
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Software:
Adobe Photoshop
Autodesk 3DS Max


While building the smaller assets, a section of the bar was also
constructed, to add depth to the scene, and to also enable a variety of camera layouts to be explored.



Once a camera angle had been
selected, the scene was too claustrophobic and ended too abruptly. The bar top was extended and curved around, and the wall was pushed back to add more depth.
After arranging the assets in the
camera view, a render was used to
begin visualizing possible post-production solutions.
This micro environment began with a thumbnail sketch, loosely depicting what would become the final scene. After the conceptual stage, the project moved into blocking in the layout and modeling every asset in the scene.
To construct realistic liquor bottles, references images were gathered from existing brands.
Production
Texturing
Once all the assets were constructed, they were then unwrapped and textured. Since the bottles were designed to represent existing brands, the labels needed to match. This involved manually searching for the correct labels and cutting those out to create texture maps for the models. Some of the bottles, had typography designed into the glass, and so that was also added to stay true to the branding.
