Making of The Ritz-Carlton Hotel Lobby

Michał Franczak 2016-05-30 14:20 tutorial  > 3ds MAX  > texturing

This interior is inspired by luxury hotel interior located in United States - Charlotte, North Carolina.

Located in the heart of Uptown Charlotte, The Ritz-Carlton, Charlotte, is a luxury hotel that brings an urbane sophistication through its innovative restaurants, dramatic skyline views, spacious guest rooms and suites, and its environmental commitment. Evermotion created 3D scene inspired by its great lobby. This scene comes from Archinteriors vol. 44. It is scene 10 of this collection. It was rendered in V-Ray.

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Final render (camera 1). We can see lobby with marble floor, wooden hanging ceiling, classy lamps on tables and some light from LED strip hidden under hanging ceiling.

 

 

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Reference (real photo). That's how this lobby looks in "real life".

 

 

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Final redner, camera 2.

 

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That's how this scene looks through Vray Camera in 3ds Max viewport with Materials color enabled (top right corner).

 

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Floor has a pattern made of different kind of marble. We haven't use just some mapping on a floor, we used geometry nad different VrayMaterials for greater realism of marble floor.

 

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Floor marble - close up.

 

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This is floor material. It consists of many bub-materials for different kinds of marble. We will make a close-up on some of them on later screens.

 

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Floor: black marble 1.

 

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Floor: yellow marble.

 

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Floor: black marble 2.

 

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The full scene as seen from outside. You can see that we used VraySun to give additional light. In the final render it influences side room and lits translucent curtain that hangs against camera 1, in the end of the lobby.

 

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Camera 1 settings.

 

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Camera 2 settings.

 

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Lights seen from the top view.

 

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Our LED strip is just long recangular VrayLight with warm color. Settings to the right.

 

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We also used many small light sources in the ceiling. Settings to the right.

 

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Side room has a Skylight portal in the window that lets sunlight in.

 

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Additional vertical lights in side room.

 

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Small lights in hanging ceiling.

 

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Main building mesh with removed ceiling polygons. The lobby is a long hall with two smaller rooms on its sides.

 

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The lobby with ceiling polygons removed. We also hid props, hanging ceiling, lights and cameras on this screen.

 

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Marble floor material of the building (but not the marble pattern).

 

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Building with some polygons cut. You can see that we have separate plane for ceiling (selected on the image).

 

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Ceiling material.

 

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Ceiling material.

 

 

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Hanging ceiling module.

 

 

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Hanging ceiling material.

 

 

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Hanging ceiling material, continued.

 

 

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Hanging ceiling material, continued.

 

 

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Hanging ceiling material, maps.

 

 

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The curtain that hangs at the end of a lobby.

 

 

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Curtain mesh.

 

 

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Curtain material. Curtain has two colors, so we used Multi/Sub object material.

 

 

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We assigned two-sided Vray material for the main part of the curtain.

 

 

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Curtain - side 1.

 

 

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Curtain - side 1, falloff map settings.

 

 

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Curtain, side 2.

 

 

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Curtain, side 2, fallof map settings.

 

 

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Curtain, red part material.

 

 

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Curtain, red part, falloff map settings.

 

 

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Curtain, red part, falloff map in reflection glossiness slot settings.

 

 

 

 

 

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Final render.

 

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Photoshop stack from raw camera 1 image. The bottom layer is raw RGB render, next comes highpass filter for sharpening (radius 0.5 pixels), two next layers are specular and reflection passes (linear dodge and lighter color blending modes). After them we placed Motion Blur layer that enhances soft light reflections on the furniture and walls. Hue / Saturation layer desaturated image quite heavily (-34%), then we added light bloom, curves for greater contrast. Gradient layer makes the room on the left more blueish, at the top we have Lighting layer.

 

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Camera 2 Photoshop stack. Sharpening with highpass filter, reflection and specular layers. Gradient light layer makes some light bloom near lamps. The last color adjustment layers increase contrast and desaturate image a bit.

Thanks for reading!

 

Author: Michał Franczak Editor: Michał Franczak
Tags: archinteriors scene10 makingof 2016 ai44
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