We add new 3D SCANS every week

Shop Now
Search
Cart
Sign in
  • offerCustomer zone
  • offerYour special offers
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

Making of Apoco77 House by Zuliban

Jesus Selvera "Zuliban" 2017-01-05 09:37 tutorial  > 3ds MAX  > modeling

Creating an award-winning interior visualization in 3ds Max and Corona.

Apoco77 House by Jesus Selvera "Zuliban" gained "The Best of Evermotion" award in 2016. You can see all images in this Evermotion Forum thread.

Click on image to enlarge5_10.jpg

Final render.

 

Click on image to enlarge18_7.jpg

Final render (2).

 

Click on image to enlarge17_6.jpg

Final render (3).

 

Click on image to enlarge1_11.jpg

Final render (4). More renders on Evermotion Forum.

 

I want to say that this making of is mostly based on what people asked me on forums and over Facebook.

EARLY STAGE

When I start any scene I first start with a general idea. In this scene I wanted an exterior with a pool, I wanted the lighting to be a bit warm with a touch of blue tone to look more fresh. I wanted also pure blacks and vivid colors. I never pay attention to realism. I put the highest priority on the idea, the overall mood and colors, etc. Realism is something extra that comes by itself. Sometimes I seek for more stylized render than realistic one.

I started this scene by making the kitchen area. On the beginning I create only basic models, sometimes I use just placeholders. At this stage for the most of the time I don't put too much attention to textures. I focus mainly on the shapes of the objects and overall lighting, but I don't spend too much time on it. I just make one or 2 quick renders. If something does not look right, I discard the model and create something else until I'm happy.

Then I move to another area and repeat this process. For me this is like sketching and this gives me a general idea of what the scene will look like.
I never do any serious modeling or texturing until I know for sure that the object will suit the scene. Staying too much in the same area will slow you down. This is the most important part for me. Here are some images of the early stages of the scene:

image_1_2.jpg

 

image_2_2.jpg

image_3_1.jpg

 

image_4_2.jpg

 

image_5.jpg

 

image_6_1.jpg

 

image_7_1.jpg

 

image_8.jpg



image_9.jpg

When i feel i have this early stage finished, I can finally focus on modeling, unwrapping and texturing. I don't touch rendering again until the end, I just make quick renders of each model to see if they look good in the scene.

Now i will show the key stages of making this scene that people asked for.

Click on image to enlargeimage_10.jpg

This is the wireframe and low poly of the Standard chair and it's highpoly version. 

 

Click on image to enlargeimage_11_1.jpg

It is very important to have all the edges smooth for closeups and have a correct mesh and wire flow.

 

Click on image to enlargeimage_12.jpg

After i have the modeling part done the next step is to have a non distorted UV, this is a time consuming task and sometimes is boring but is as important as any other step.

 

Click on image to enlargeimage_13.jpg

This is a screenshot of the low polygon version and how it looks with the UVW's on the side.

 

Click on image to enlargeimage_14_1.jpg

This is the final version of this part with turbo-smooth added and how it looks.

 

Click on image to enlargeimage_15.jpg

The next Step is this metal structure.

 

Click on image to enlargeimage_16.jpg

These are the seams of the UV on this metal object , the main problem is is to have continuity from the textures that will be here if done wrong when the texturing is applied it will show these seams.

 

Click on image to enlargeimage_17.jpg

I created these red lines to know if my seams have a continuity a good flow for the textures, it is important to spend sometime here and know that when you apply any texture they will look seamless.

 

Click on image to enlargeimage_18_1.jpg

As you can see the red lines don't show any kind of distortion when they go through the green UV seam lines.

 

Click on image to enlargeimage_19.jpg

When this step is done now the main focus are the little weld parts of the chair there are done in Zbrush and exported back to max as bump or displacement maps.

 

Click on image to enlargeimage_20.jpg

It is very important to store a '' Morph Target '' since Zbrush will alter the mesh when you model in this way you have protected the mesh from max and is needed to extract the displacement map correctly.

 

Click on image to enlargeimage_21.jpg

The modeling of the weld is nothing hard or fancy is done with a standard brush and flatten brush.

 

Click on image to enlargeimage_22.jpg

This is how it looks at the end, the white parts are the weld areas.

 

Click on image to enlargeimage_23.jpg

This is a preview rendering. I make them these only when I consider the models finished. I just use a HDRi to see if it looks ok. Most of the time I test several HDRis to check model in different light conditions.

 

Click on image to enlargeimage_23.jpg

Chair - render.

 

Click on image to enlargeimage_24.jpg

Chair - render.

 

Click on image to enlargeimage_25.jpg

Chair - render.

 

Click on image to enlargeimage_26_1.jpg

Chair - render. 

 

Here are another two examples of using this same workflow.

Click on image to enlargeimage_27_1.jpg

Basic modeling in Max---->check UV's-----> detail in Zbrush. In this next one i used polypaint for the mask of the material then do some quick HDRi test.

 

Click on image to enlargeimage_28.jpg

Bottles modeling.

 

Click on image to enlargeimage_29.jpg

Bottle modeling

 

Click on image to enlargeimage_30.jpg

Smaller bottle.

 

Click on image to enlargeimage_31.jpg

Bottles - rendering.

 

Here is another one.

Click on image to enlargeimage_32.jpg

Base model.

 

Click on image to enlargeimage_33.jpg

Turbosmooth.

 

Click on image to enlargeimage_34.jpg

Details.

 

Click on image to enlargeimage_35.jpg

More details.

 

Click on image to enlargeimage_36.jpg

Render.

 

Click on image to enlargeimage_37.jpg

The next request i got asked alot was the outside wall. Here is a screenshot of the Photoshop layers. As you can see I use many layers for the best control of my textures,i usually do a base layer and on top of that I start adding detail. It's good to have the maximum control over your textures in case you want to change something like colors or make the texture cleaner and not too dirty, etc.

 

Click on image to enlargeimage_38.jpg

The wall.

 

Click on image to enlargeimage_39.jpg

The wall - adding details to texture.

 

Click on image to enlargeimage_40.jpg

The wall - adding details to texture.

 

Click on image to enlargeimage_41.jpg

The wall - adding details to texture.

 

Click on image to enlargeimage_42.jpg

The wall - adding details to texture.

 

Click on image to enlargeimage_43.jpg

The wall - adding details to texture.

 

Click on image to enlargeimage_44.jpg

The wall - adding details to texture.

 

Click on image to enlargeimage_45.jpg

The Sofa was another requested model, I started with a low poly model with rigid edges. At this point it does not matter if it looks too rigid since it will be reshaped in Zbrush.

 

Click on image to enlargeimage_46.jpg

Here is how it looks like after some time in Zbrush. As you can see there are not straight lines anymore and shapes are more organic.

 

Click on image to enlargeimage_47.jpg

I used Marvelous Designer to make pillows. They will also be further detailed in Zbrush.

 

Click on image to enlargeimage_48.jpg

This is the Marvelous Designer topology in Zbrush. As you can see, the mesh is very messy and the topology is incorrect, it does not have an even flow. If you want to detail this pillow, you'll end with many pinched polygons.

 

Click on image to enlargeimage_49.jpg

After playing with Zbrush remesher and decimator i created a better looking mesh, keeping the same shape. Now we can continue the work on this model.

 

Click on image to enlargeimage_50.jpg

Finished pillow models.

 

Click on image to enlargeimage_51.jpg

After detailing the models and adding textures I made test render.

 

Click on image to enlargeimage_52.jpg

Test render.

 

Click on image to enlargeimage_53.jpg

Last part is the lighting , rendering and post production. I just try to keep it simple: I add the light sources, never use any kind of ''trick'' like light panels in front of windows or fill lights. In this scene I used just the sun and the artificial lights. The indirect lighting from the sky is a gradient map. I haven't use a HDRi (by the way: many commercial HDRis are not made correctly and they introduce a lot of noise).

 

Rendering in Corona is simple - I didn't move any slider or changed default settings. I used mostly bucket rendering for previews. All my renders were rendered and saved as EXRs for postwork. I didn't add any kind of lighting mood in this stage - I am working in 32 bits and it is better to have neutral image colors.

Right now Corona 1.5 is out and you have LUTs, glares and flares and many post-production features - you don't even need an external post-production software.

In my case I used Nuke instead of Photoshop, because Photoshop is still not fully 32 bit ready. 

Heres one example of raw image and its evolution to final post-produced image.

Click on image to enlarge

image_54.jpg

Raw render.

 

Click on image to enlargeimage_55.jpg

Post-production (1)

 

Click on image to enlargeimage_56.jpg

Post-production (2)

 

Click on image to enlargeimage_57.jpg

Final render.

 

Click on image to enlargeimage_58.jpg

Raw render.

 

Click on image to enlargeimage_59.jpg

Post-production(1).

 

Click on image to enlargeimage_60.jpg

Post-production (2).

 

Click on image to enlargeimage_61.jpg

Final render.

 

Click on image to enlarge5_10.jpg

Final render. Thank you for reading it and i hope you find this useful and of your liking. See all Apoco77 images on Evermotion forum.

 

Author: Jesus Selvera "Zuliban" Editor: Michał Franczak
Tags: 3dsmax corona zuliban apocco77
You may also like...
Corona Renderer Alpha7 is out

Corona Renderer Alpha7 is out

New features: 3ds Max 2015 is now supported, viewport illumination, smart proxy, shadow catcher, support for particle flow.
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.

itamarnunes 22:35:37  |  06-01-2017
Impressionante! Super-realista! ´parabéns!