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09 / 3D MODELLING · ENVIRONMENT

Bullet Saloon

Building a place, object by object

A 3D environment inspired by a western saloon. An exercise in scene building through objects, materials and composition.

MY CONTRIBUTION

3D modelling

DATE

June 2019

DURATION

1 month

TOOLS

3ds Max · 3D modelling

01 / CONTEXT

The challenge.

Reproducing a recognisable, coherent saloon by modelling its elements and integrating them into a shared scene.

02 / PROCESS

My contribution.

I contributed to 3D modelling in 3ds Max. Alicia Aurecchia shared the art work and handled textures and lighting.

  • 3D modelling of environment elements.
  • Shared work on scene composition and art.
03 / OUTCOME

What we built.

A complete scene and a collection of environment and prop renders. A project that complements my programming experience with a visual perspective.

Knowing how visual assets are built helps when working with artists and other disciplines.
04 / DECISIONS

Development decisions.

From individual objects to a recognisable place

The scene brings together a bar, tables, barrels, bottles, lamps and an upper floor. The visual challenge extends beyond modelling individual elements: their arrangement and relative sizes need to make the saloon readable as a whole. The wide renders reveal that spatial composition.

Change scale to review the scene

The gallery alternates interior views with isolated object renders, including tables, a dartboard and a revolver. This selection exposes both the overall composition and the shapes of its individual pieces. Each scale raises different questions about readability and visual consistency.

Modelling and finishing as complementary work

My contribution was shared 3D modelling. Alicia Aurecchia contributed artwork and handled textures and lighting. The final images show how geometry, materials and light combine to communicate the environment’s character and bring its elements together.

05 / WALKTHROUGH

The project in use.

  1. Start with the wide view to read the layout, the two levels and the position of the bar.
  2. Move to object renders and compare silhouettes, proportions and details across tables, barrels and decorative pieces.
  3. Return to the complete scene to see how those pieces contribute to the western saloon’s identity.
06 / EXPLORE

What to explore.

A way into the project through its screens, supporting material and, where available, its source code.

  • Relative scale across furniture, small objects and architecture.
  • The difference between reading an isolated object and seeing it in context.
  • The role of textures and lighting in the team’s finished scene.

THE PEOPLE BEHIND IT

Credits.

Laureano Cantó

3D modelling

Alicia Aurecchia

3D art, textures and lighting

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