*Updated, 25/08/2011* ~ Retextured, relit, rerendered, remade, reduced polygon count now 6,328 triangles.
*Updated, 11/08/2011* ~ Reduced polygon count, now 6,386 triangles.
This is a model of an old Grandfather Clock I designed, modelled, textured and rendered using a variety of software. I used Maya for modelling, lighting and rendering (Mental Ray) and Photoshop (and XNormal) for creating the textures. When designing the clock, I used a lot of references of old Grandfather clocks (otherwise known as Long case clocks) and different types of cases. I decided to create a clock that's interior parts had become worn and tarnished, however, the exterior's wood grain would be as if it was almost new (shiny) hence the blandness of the wood parts.
The clock was quite a pain to model, firstly because of the curvy like details at the top of the clock's mantle, or the arch shape behind the door at the top. Secondly, I had to try and figure out how to model the elegant columns down either side of the clock's case without it eating up billions of triangles.
I modelled the clock with quads in mind as triangles can give you weird rendering glitches, and I'd much prefer having a nice clean mesh to work with. The model took roughly four days to complete, from concept to final render and uses a Diffuse map (2048), Normal map (1024) and Spec map (1024). The initial model contained 7,346 triangles which has now been scaled down to 6,386 triangles.
Grandfather Clock © DR Spaceman, 2011