This exterior scene was made by Evermotion. It was set in 3ds Max and rendered in V-Ray.
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This if the final scene after post-production, as seen by the camera 1. All elements are 3d models.
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Camera 1 - wireframe view.
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Final scene after post-production - camera 2, placed on the left of the scene.
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Camera 2 - wireframe view.
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Final image after post-production - camera 3 is placed on a small hill, beneath a tree,
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View from camera 3 - wireframe.
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Camera 1 - view in 3ds Max viewport with material / object color off.
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Camera 1 - view in 3ds Max viewport with material / object color on.
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Overview of the scene. We made a big ground plane that surrounds our estate.
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Our 3d elements in the scene - house template, driveway, wooden fence, stairs and some props.
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Ground mesh. We used VrayDisplacementMod for adding more curvature.
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Scene is lit by VraySun, settings on the right.
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Camera 1 (VrayPhysicalCamera) settings.
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Camera 2 (VrayPhysicalCamera) settings.
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Camera 3 (VrayPhysicalCamera) settings.
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Ground plane material.
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We used a turbosmoothed mesh to make a sand area.
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Sand - mesh. We placed VrayDisplacementMod here too.
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Sand mesh - close-up.
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Sand material is rather simple.
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And this is where we placed our sand area.
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All trees and foliage are proxies in our scene. Proxy - Eucaliptus on the right.
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We placed some nice, natural rocks to the right of the stairs.
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Stone material (VrayBlendMaterial).
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Stone material base - rock texture (VrayMaterial).
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Stone material coat - mossy surface (VrayMaterial).
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Stone material - VrayDirt settings.
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Stone material - rocky surface map.
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Stone material - moss bitmap.
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We used ProOptimizer to lower polycount of some rocks. Here you can see rock mesh with ProOptimizer on.
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And here is the mesh without ProOptimizer. Five times more faces!
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Water surface was achieved with modifiers - turbosmooth, noise and displacement.
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Basic mesh is very simple.
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Then we added turbosmooth modifier.
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And we displaced surface with Displace modifier with waves bitmap.
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This is our waves bitmap for first displace modifier.
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We added some noise on top.
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And finally, another displacement modifer for foam.
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Foam displacement map.
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Final preview in viewport.
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Our sky was simulated with this bitmap, placed as environment map in Enivornment and Effects panel.
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Environment and effects. Besides background sky, we also used fog.
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Another contribution to light in the scene - VraySky.
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Render settings.
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Raw render from camera 1
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Photoshop stack of image from camera 1. It's not very complicated post-production. We used hue / saturation layer for desaturation (-40), then we increased reds with color balance layer, and used curves for more contrast and put Total Lighting layer on the top for more realistic lighting.
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This if the final scene after post-production (camera 1).
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Raw render from camera 2
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Photoshop stack - camera 2. Color balance - more yellow, more red; desaturation (-22), increased contrast with curves layer (with a mask - we increased mainly right side of the image).
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This if the final scene after post-production (camera 2).
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Raw render from camera 3
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Photoshop stack - camera 3. Slightly increased saturation (+2), color balance - more greens, second color balance layer affects the sky (more blues), another hue / saturation layer desaturates sky, and the next desaturates ground.curves layer for more contrast.
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This if the final scene after post-production (camera 3).
This exterior scene was made by Evermotion. It was set in 3ds Max and rendered in V-Ray.
You can:
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