
Clutter
Modeling
Debris, Litter and Miscellaneous Junk
by Bob Hyman

Most prototype scenes have an abundance of
debris, litter, and other miscellaneous junk scattered about. I group all of these things together with a term that -- for lack of a
better word -- I call "clutter". Some modelers call these things
details. I prefer to use the term details to define specific
characteristics of a modeled object. Clutter itself can have various level
of detail, just like a structure or piece of rolling stock . Like other
modeled objects, clutter can be highly detailed and explicit -- think of it as
"foreground" clutter. Other clutter can be less detailed and
relegated to "background" placement. The level of detail in the
clutter depends on what purpose it serves in the scene and where it is
located.
Since clutter is so prevalent
in most prototype scenes, its absence in modeled scenes is very noticeable.
Clutter needs to be included in most modeled scenes. This does not mean that modeled scenes should have an overly
“trashy” or “garbage-strewn” appearance.
It means that most scenes should incorporate an assortment of items in
various spots where prototype clutter would normally accumulate. Clutter
is usually man-made objects, but can also be composed of natural objects like
weeds and organic debris.
Photo 1. High level view of my Sn3 model of
Spataro's Garage. (click on image for larger version)
What is Clutter?
In any scene, clutter falls loosely into one of three major
categories:
These are items that have outlived their usefulness or
have been allowed to deteriorate beyond recovery.
Used clutter has no practical purpose or value other than perhaps as
scrap. It has usually
deteriorated to the point that individual objects are barely recognizable.
Old clutter is haphazardly strewn about and is usually overgrown with weeds
and debris.
Of course, the lines between “new”, “used” and
“old” clutter are somewhat blurred. Remember
that “one person’s trash is another person’s treasure”. The same thing is true with clutter. Much depends on the era and locale being modeled.
The financial status of the modeled subject, as well as economic times in
general, will dictate how much and what types of clutter should be in the scene.
Also, the three categories of clutter are sometimes intermingled. A group of crates or drums might include some that
are unopened, while others are obviously opened and in use. There could
even be some empty ones mixed in.
Photo 2. A mixture of "used" clutter.
(click on image for larger version)
How Clutter is Used in a Scene
Clutter serves many purposes in a modeled scene. It is
usually a supporting item to a larger, more important
object. It may be used as a tool to divide or unify a scene. It may be
incorporated a a hidden surprise waiting to be discovered by a viewer.
Clutter as a Supporting Actor
Clutter is a great supporting actor. This means that it
is not the primarily modeled item in a scene. Rather, it is there to
support the primary object. If the primary object is a structure, the
clutter
helps to define its purpose, to establish its age, and to show its importance
(or lack thereof). In my Sn3 model of Spataro's Garage, the weathered sign
above the door indicates that the structure was once a livery stable. It
is the clutter outside that tells the viewer that it is now a garage.
Clutter as a Scene Divider
Clutter helps to define limits within a scene and to visually
separate closely spaced scenes. If the primary object is a landscape, the
clutter helps define its boundaries. For example, clutter strewn along a stream
bank defines the high water mark. Downed trees and/or fences along a
wooded area define the edges of a cultivated field or meadow. A grouping
of clutter can break one large area into two or more smaller areas. For
example, a few crates or drums on a structure floor can separate a working area
from a storage area. These separated areas then become individual
sub-scenes within the overall scene. This breaking of large scenes into
smaller view "bites" causes the viewer to spend more time analyzing
the model and makes it be perceived as more complex than it really is.
Clutter as a Scene Unifier
Clutter of a similar nature --, either in age, shape, color, texture,
or function -- can tie together separate portions of a scene and help to create
an overall theme. For example, in a yard scene, separate primary
structures might include an engine house, a coal tower and a water tank.
Each of these three items is a primary focal point for a viewer and will be
observed individually in great detail. The inclusion of common clutter at
each ties the individual items together and helps define their relationship to
each other. On trick is to use a given color or texture of clutter, exactly
three times within an overall scene. The viewer's eye will automatically
connect the three similar items and jump from item to item in succession.
This creates visual interest. In the yard scene, I might include a red
fire barrel at the engine house, a red poster hanging on the coal tower,
and a red lantern at the water tower. These three red items are simply
individual pieces of clutter at each focal point, but yet subconsciously they tie
the entire scene together. With my Spataro's Garage, objects like
the '34 flathead motor out front, the dismantled pickup around back, and
the White Trucks and John Deere signs on the building reinforce the overall
theme.
Clutter as a Surprise
I always try to hide surprises in my modeled scenes for
the viewer to discover. I've heard these referred to as "Easter
Eggs" by some modelers. Clutter makes perfect Easter Eggs. Since
the viewer expects to see clutter in a scene, he really doesn't pay much attention
to it. Occasionally, one piece of clutter will catch his eye. When it
does, you've got him -- you've drawn him into your scene. This is one of
the tricks in making your scene look realistic to the viewer. It's hard to
see in Photo 3, but there is a stray cat stalking a mouse near the box at the
corner of the building and a spilled barrel of coal at the bottom center of the
photo.
Photo 3. Surprises waiting to be discovered. (click
on image for larger version)
Modeling Clutter
In my personal modeling, I find that about 75% of the total
clutter I
place in a scene is of the used variety. About another 15% is old clutter and the remaining 10% is new
clutter. Of
course, these proportions are somewhat arbitrary, and affected by the fact I
model the Depression-era (1939) and a financially strapped line (the RGS).
Your proportions may vary substantially from mine.
Stretching Your Clutter
A modeler could go broke trying to purchase enough objects to fully populate a scene with all of the prototypically correct
clutter. Fortunately, it is not necessary to fully populate a modeled scene
with individual objects in order to give a perception of evenly distributed
clutter. Clutter
is best used in clusters, where each cluster is located at or near a focal point
in the scene. The viewers eye will automatically jump from one cluster to the
next. Mentally, the viewer will perceive an overall impression of randomly
dispersed clutter throughout the modeled scene. By the way, this trick works
on just about any kind of detail. For example, I don't put pine cones on
all of my trees; I just put enough so that the viewer assumes that all of my
trees are detailed! Once you have shown the viewer a bit of clutter here and
there, he will mentally generate the rest of it for you. Saves a lot of
time and money!
Where Do You Get Clutter
The answer is simple -- everywhere. You can purchase
just about anything but there are other sources as well. I have itemized a
few of the more obvious sources below. Undoubtedly, there are many others.
Don't think of a specific scale; items from other scales can often be utilized
quite effectively as clutter.