Making of Loft Interior - Tip of the Week

Barbara Witkowska 2017-05-26 11:12 tutorial  > 3ds MAX  > modeling

We are breaking down a scene 9 from Archinteriors vol. 46.

This scene is inspired by interior design and CGI by Algimantas Raubiška: visit and

  • AI46_009_PP_evermotion_874.jpg
  • AI46_009_raw_evermotion_00876.jpg
Post-production / raw render - slide to see the differences



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The lof scene in 3ds Max viewport.


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The scene overvieew - camera settings on the right.


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The scene is lit by VraySun and VraySky (Preetham model). All settings are on the right.



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VraySky settings.


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We used two background meshes. The further is dome - it is used for background sky.




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Sky map of a dome.


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The second background map is used for city buildings.


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We used a b&w bitmap to limit buildings bitmap opacity only to lower area.


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Building mesh with light portals in the windows.


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Brick Ceiling material is based on one brick bitmap that was altered and placed also in Reflect, Bump and glossiness slots.


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Walls material is a bit different - we have bricks covered (but not entirely) by plaster. We mixed appropiate bitmaps in 3ds max.


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Chair mesh.


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Chair materials.


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Lather material.


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Leather material - we used orange /brownish bitmap and changed the hue.


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then we composited it with some dirty bitmap and used VrayDirt as a mask.


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Chair - details.


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Hanging lamps.


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One lamp mesh.


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Lamp material - bumpy, dirty glass.


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Lamp "lighting stick" - it emits light.


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Emissive material settings. 


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Post-production - really subtle one: we only added separate passes (with screen or lighten modes) to achieve more details in specular / refractive areas and then we placed vignette on top of that.





Final image after post-production




Author: Barbara Witkowska Editor: Michał Franczak
Tags: interior loft
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mikekaliven8716:12:38  |  30-06-2017
Great article Many details, everything is clear)


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