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Making of Kids' Room

Marcin Białecki 2016-05-10 15:04 tutorial  > 3ds MAX  > modeling

Hi everyone! My name is Marcin, I am working in Evermotion for 3 years. In this article I will share with you my workflow.

I made many interiors and other projects for Evermotion. Today I will show you the latest scene I've been working on. It will be included in upcoming Archinteriors collection. It isn't available in Evermotion Shop yet, so you have an unique opportunity to sneak peek what we are making for you right now. Let`s begin!

Click on image to enlargeAI45_004_Cam_001_PP.jpg

Final render - camera 1.
 
 

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Wireframe - camera 1.
 
 

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Final render - camera 2.
 
 

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Wireframe - camera 2.
 
 

Click on image to enlarge2.References.jpg

The more references you use, it's easier to model and texture your interior. It`s important to stick to the plans and references during the whole modeling and arranging process.
 
 

3.gamma_22_01.jpg

Color mapping settings.
 
 

3.gamma_22_02.jpg

Preferences. If you what to know more about Gamma setup, read interesting article here.
 
 

3B.units_setup.jpg

Change system units before you import or create geometry. Do not change system units of an existing scene.
 
 

3Cx.vfb_button_copy.jpg

How to make custom button for V-Ray Frame Buffer? Watch this video.
 
 

Click on image to enlarge1.vray_light_lister_toolsbar.jpg

This button alows you to quick access all the lights in the scene. In Vray v.3.20.03 there is a toolbar with easy shortcuts to some of
the most commonly used V-Ray components including V-ray Light Lister button and Frame buffer button as well.
 
 

Click on image to enlarge2.vray_light_lister_TOOLS.jpg

If you use an older version of Vray, there is quick access to this option in TOOLS menu.
 
 

Click on image to enlarge3._vray_light_lister.jpg

Now you can change easily multipliers, colors, Temperatures, Subdivs etc.
 
 

3Cz_soul.jpg

I use also SoulburnScripts - a bunch of useful scripts like "Attach selectet object" or "Transform Randomizer". You can download SoulburnScripts here.
 
 

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The main rule of my workflow is to make the most of modeling before I make any test render. It's a good way to prevent the waste of time. Some time in the past I ended looking at rendering buckets before everything was modeled and later it turned out that it was necessary to change the whole concept of lighting, colors, textures etc. Therefore, before making test renders, you need to model the walls, floor, frames, shutters, windows and so on.
Wall modeling: There are at least 2 ways for modeling walls I know. From Spline or from solid objects. I personaly prefer 2nd way - In this project I made them from the box.
 
 

Click on image to enlarge2._Vray_Proxy.jpg

The scenes that we usually make in Evermotion are full of props, good shaders and nice lighting. Even a single scene sometimes is a good library of props and shaders which you can use in other projects.
 
 

Click on image to enlarge2._a_variety_of_books_and_magazines.jpg

Props - books.
 
 

Click on image to enlarge2.50_toys.jpg

50 toys in the scene!
 
 

Click on image to enlargeAE28_008_PP_evermotion_1.jpg

During the work you should write to the history of frame buffer in case of any changes. You can then easily see whether the change of a color, light, texture was right or is it maybe worth to return to the previous version. Here's a story of camera 1 (GIF animation).
 
 

Click on image to enlarge1.color_correction_OFF.jpg

Without color correction.
 
 

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With color correction.
 
 

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Rheinhard color mapping (GIF animation).
 
 

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Rendering - testing multiple angles.
 
 

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Rendering - testing multiple angles.
 
 

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Rendering - testing multiple angles.
 
 

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Rendering - testing multiple angles.
 
 

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Rendering - testing multiple angles.
 
 

Click on image to enlarge05_cupboard_01.jpg

Rendering - testing multiple angles.
 
 

Click on image to enlarge05_cupboard_02.jpg

Rendering - testing multiple angles.
 
 

Click on image to enlarge05_cupboard_03.jpg

Rendering - testing multiple angles.
 
 

Click on image to enlarge05_cupboard_04.jpg

Rendering - testing multiple angles.
 
 

Click on image to enlarge05_cupboard_05.jpg

Rendering - testing multiple angles.
 
 

Click on image to enlarge05_cupboard_06.jpg

Rendering - testing multiple angles.
 
 

Click on image to enlarge06_top_view_01.jpg

Rendering - testing multiple angles.
 
 

Click on image to enlarge06_top_view_02.jpg

Rendering - testing multiple angles.
 
 

Click on image to enlarge1.rendering_setup.jpg

Render setup.
 
 
 
2.camera.jpg


3.skyportal.jpg


 

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Sun and Sky.
 
 

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Render elements - camera 1 (GIF animation).
 
 

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Render elements - camera 2 (GIF animation).
 
 

Click on image to enlarge4.sun_and_sky.jpg

Post production (GIF animation).
 
 

Click on image to enlargeAI45_004_Cam_001_PP.jpg

Final render - camera 1.
 
 

Click on image to enlargeAI45_004_Cam_001_wire.jpg

Wireframe - camera 1.
 
 

Click on image to enlargeAI45_004_Cam_002_PP.jpg

Final render - camera 2.
 
 

Click on image to enlargeAI45_004_Cam_002_wire.jpg

Wireframe - camera 2.
 
Thanks for reading! Feel free to ask about my workflow. I will gladly answer. Regards, Marcin.
 
Author: Marcin Białecki Editor: Michał Franczak
Tags: living kids room child children scandinavian
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Toaster 01:39:34  |  25-05-2016
Great tutorial, what diffuse colour are the white walls? Do you go like 85% white?
mbialecki 10:36:38  |  30-05-2016
Hard to say what is the color value because there is a map of gray plaster mixed (blended) with white color 255 (12%) It seems to me that comes averaging about 220 - white. Usually, I try not to go lower than 220. With this value usually everything works correctly for me.
mbialecki 10:39:45  |  30-05-2016
White scenes are not the easiest because it's hard to balance the contrast. Useful options to regulate this burnings are: Reinhard burn value, Clamp output ON, working on gamma 2,2, shutter speed in camera is also useful (lower values - brighter, higher values - darker). Good luck :)
Keith Muza 14:30:05  |  04-02-2022
Congrats ...amazing your workflow!! :)