I started out by doing the main arches for the building. Its made by a 6 sided flat disc, rail extruded along the background curve (the black mirrored line).
step 2 of 18
I copied and pasted the arches in to four. I then marked the top and bottom polygons and gave them a new, red surface. I changed both surfaces to smooth a maximum angle of 45 degrees.
step 3 of 18
The pipes was made by rail cloning a flat disc in 21 copies along the previously made curve.
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For the glass, i freezed the previously made curve (making it a polygon), beveled it to give the glas some thickness and extruded it to match the building.
Since it's later to become transparent and refract I copied the glass and flipped the polygons pointing inwards (explained in the not used source url below).
The tracks and station ground was simply made by building a flat polygon, point by point, on the z-axis and extruding it. Since it wasn't meant to be the focus of the project I made it edgy and simple. With 4 surfaces.
step 6 of 18
I made the landscape by subdividing a 1 polygon flat box several times with various amount of fractal, making it a random landscape. The area behind the station was modified into small hills with the magnet tool. I tripled the finished result (making the polygons into triangles) to avoid disappearing polys.
To make the road and parking space i selected the polygons for the shape and changed their y-value to 0 (ground level) and merged them toghether.
Changed the y value to 0 on the grass points along the stations ground and rail sides to connect them.
step 7 of 18
To get more of a background I made a box and subdivided it with various fractal to get a hill like structure. To avoid hollow polygons I tripled the end result. To reduce the polygons I deleted the back/bottom ones.
This object isn't visible in the final render, but I figured it could be for future projects.
step 8 of 18
For more variation to the background I made a small mountain with the same technique as the previous step.
The tunnel was made by using the previously made curve (for the buildings base structure), freezing it to a polygon and Drill - Sliced ut, giving the polygons lines to the mountain. The polygons within these lines was then wielded into one polygon and extruded into the mountain. The previously modeled rails was then moved to fit right in.
step 9 of 18
Time to add some textures. I started with the building.
The main 4 beams got a small Turbulence procedural for color texture, making it slightly used. The color texture was copied to the diffuse and specular texture as well, improving the effect of the color texture. For the finishing touch I bumped the same texture. Making the surface slightly rough.
I copied all the textures to the top of the beam, but changed the colors to red.
For the windows, i made them black and less transparent (75%) then glass to give a dark tinted effect. Also added a small reflection (10%). The refraction was set to 1.52, based of the refraction index list in the source below. Since nothing in this world is perfectly aligned, I added a light but wide (2m) bump.
The inverted version of the glass was set to 100% transparent, non diffuse, with 1.0 refraction to get the correct tracing behind the windows.
For the inner ground I used two different sized Turbulence textures to give it a cement like look. I copied the color textures to the diffuse and bump to improve the effect.
The railroad ground was colored with Turbulence and Crust procedural textures, slightly stretched along the z-axis (along the tracks). These were as usual copied to diffuse, specular and bump.
The tracks was made the same way as before, but with a dark Fractal noise procedural.
step 11 of 18
The mountain has 4 color textures.The basic color is gray, mixed with a brown Turbulence procedural.
I added a gradient layer for this with the Incidence angle as input, making the texture brown layer appear more where the angle of the mountain is more steep.
I added two coloring layers on top of that (green Crumple and brown-gray Coriolis) to make it look more real.
Copied the color texture to diffuse, specular and bump and adjusted them.
step 12 of 18
For the grass, I used the image source from freetextures.org as a image map. I added a layer of a Fractal noise procedural as a displacement map (making it less regular). Above that I added three different brown layers of Fractal noise and Turbulence (x2) to make the grass dirtier.
For the subdivided and transformed box background i copied the grass texture, but added a gradient to make the steeps less green and more Crumple.
Since the basic was now completed, I started with some details.
To make an entry to the building I used the previously mentioned technique with Drill - Slice, Weld on the main building (over the glass and pipes). I then extruded it in two directions and rotated them from ground level to get the shape. The textures was copied from the beams.
step 14 of 18
I made the hedges by copying the Drill - Slice a flat box and then beveling it into basic shape. I then Subdivided a few times (with small fractal) to get the shape. I had to adjust some corners, point by point to get a decent shape.
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For texturing, the hedges color got one smaller and one bigger different colored Turbulence procedural, copied to diffuse.
To give it shape i used some Veins and Crumple procedurals on bump. Also added som Veins and Crumple to a slight transparency (8%) and made it double sided.
The isn't that much used in the final render, but as with the background hill, it can be usable for some other project.
step 16 of 18
I didn't want to consume the image with details since the building should be in focus in a "architecture" contest. So only I made some benches.
I made the legs/structure by making a curve and Rail extruding a small flat disc along it. The legs was then cloned into 4.
To make the seats I freezed the curve into a polygon and Extruded it along with the legs/structure.
step 17 of 18
The bench textures then.. To match the building I copied the textures from the beams, but reduced the bump. The red seats was then made more plastic bu adjusting specularity (50%), glossiness (15%) and a very small reflection 1%.
The benches was cloned to various parts of the building. To get it less aligned i rotated each bench somewhat. It may not be that visible, but I believe small disorders makes 3D-projects overall more realistic (also used a 1mm random Jitter to the building).
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All models and textures was then completed and the only thing remaining was to set up the scene.
For some background reflection to the windows i used the SkyTracer plugin (makes decent sky and clouds).
The line going up from the middle of the station is a 150% intensity Point light, acting as a sun.
To light up the inside of the building I added 4 75% non shadow casting spotlights in the ceiling and one wide 100% in the entry.
For the camera view I added linear lights to the left, in front and behind the cameras (see set up image).
For the final render the resolution was changed to wide 1366x768. I also turne on medium Anti Aliasing (Classic, Enchanted medium) and Adaptive Sampling.