My main inspiration was Julien Coquentin's photos and I’ve also used some other photos as inspiration.
For blocks I’ve used Debris Maker and cement mortar was modeled with simple polymodeling which is decimated and unwrapped in Z-brush with Decimation Master and UV Master. (Fig-01)
-for fence I’ve used Wire Fence Script (http://www.scriptspot.com/3ds-max/scripts/wirefence)
-The Road is a long plane which has 10x10x2 FFD box modifier to controll it’s tilt and bend.
-for Trees I’ve used SpeedTree and I only modeled one tree then used Export Variations for making 5 diffrent trees in one style.
For stone wall I’ve used Z-brush deformation tools. below I explain about the process.
1-you need to have a lowpoly and unwrapped geometry of your wall like this:
2- Export your model as .obj file and now it’s ready for Z-brush, before importing into Z-brush you need an alpha texture of stone wall which you will use as a mask in Z-brush, here is the process that I have done to creat the texture:
3- Import .obj file into Z-brush and subdivide mesh more than once, load your texture as alpha then go to masking section use Mask by Alpha, Then use deformation tools to give displacement to your mesh(I used Inflate & Inflate Balloon), After that you can sculpt small details on your wall, At the end use Decimation Master plugin and decrease your mesh poly count. Here is my result.
I have also used Z-brush’s Clay brush for adding the details.
Distribution objects which were distributed by Advance Painter.
That will be enough for the modeling now we can move on lighting setup but before that I want to show you the viewport when all the modeling process is done.
For Lighting I’ve used Dome Light with an HDRI from VIZ-Park which has been desaturated before and standard direct light for simulating sky light with poor sun light.
For the interior I have used standard target light
For materials I’ve always used composite and another blend tools.
Most of the textures were downloaded from texturepilot.com and textures.com, for clean UVW I’ve always had unwrapped geometries. Here is some materials tips:
For road material I’ve used Vray Blend as the main material for mixing soil and asphalt material together.
They were blended with this texture which I had created in Photoshop.
And this is the final result:
I’ve always used Progressive Image Sampler with zero noise and render time, usually I stop the rendering by myself when everything is looking good but in some cases with tight deadline I set a render time.
Here is a post-production process with Photoshop and Magic Bullet, Nik Correction plugins.
Here is the result and thanks for reading.
Other views can be seen here: https://www.treddi.com/app/gallery/proj/14890-marooned