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This is a final image after post-production. Blue bathroom with a fancy wooden tub and some industrial vibe on the right (pipes, concrete).
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This is how this scene looks in 3ds Max viewport (with and without wireframe).
I used Wire Fence Script to model the fence. The Road is a long plane which has 10x10x2 FFD box modifier to controll it’s tilt and bend.
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Main floor mesh with cut-out for tub.
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Blue floor material. It's VrayBlend material that mixes two blue materials that vary in glossiness. They are blended with Map#19, seen on the bottom of this screenshot.
I used Z-brush deformation tools to create stone wall. This was my workflow:
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Blue floor material - coat.
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Blue floor material - base.
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VrayDirt settings.
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Map that blends two materials into one VrayBlend Material.
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Room seen from the outside.
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Room from the outside. You can also seen rectangural VrayLight that is placed under the ceiling.
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Interior without room mesh.
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There is a small wooden path placed on a floor.
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Wood material (tub and path). It's VrayMaterial with falloff reflection map.
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Wood material - falloff settings.
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Diffuse bitmap wood material.
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Bathroom battery and shower are placed on a concrete block.
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Concrete block material.
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Tap mesh.
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Multi/Sub Object material for tap and it's handle.
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Tap material.
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Handle material.
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Handle mesh.
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Front wall mesh.
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Front wall mesh - close up.
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Front wall material.
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Front wall material - VrayEdgesTex.
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Photo and it's frame.
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Photo shader.
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Heater mesh.
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Heater mesh with wireframe.
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Heater mesh - close up.
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Heater material. Bump settings (not visible on this screenshot) are set pretty high (266).
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Heater material - diffuse map.
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Industrial shelf - a pipe and concrete block.
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Pipe material - VrayBlend material that blends some old, worn out metal with a more shiny version.
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Pipe material - shiny material settings.
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Pipe material - old, rusty metal settings.
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Map that blends two materials into one.
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Concrete block mesh.
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Concrete block material also mixes two different submaterials.
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Concrete material - dirty concrete material settings.
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Concrete material - dirty concrete falloff map.
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Concrete material - white concrete submaterial.
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Concrete material - Vraydirt settings.
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Door mesh.
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Door material.
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Door material - VrayDirt settings.
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Render settings.
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Vray wire color layer, it's handy in post-production to mask objects in Photoshop.
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Raw render.
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Photoshop post-production. Curves layer for increasing brightness of lighter tones, subtel desaturation (-14), with the help of wirecolor layer we could separate the ceiling and make it a bit darker with Levels 3 layer.Levels 2 layer brightens a bit baskets on the left. layer two is vignette and the top layer gives a slight blue tint to the whole image.
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Final result. camera 5.
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