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Making of a Complete House

Michał Franczak 2017-09-27 10:42 tutorial  > 3ds MAX  > modeling

Part one of tutorial about one of our biggest arch-viz scenes - Archexteriors vol. 31

This scene is huge - we have a complete house with surroundings, other buildings (textured), foliage, roads, etc. There are many assets here, the scene comes with two versions - one based on Forest Pack and the other utilizing VrayProxies. We crafted this scene to be as complete as possible so you can tweak cameras positions and sill get industry standard arch-viz image. 

The scene main actor is modern suburbian house with all interiors and props. If you want to see all camera views, check them out on Archexteriors vol. 31 Evermotion Shop product page.

nr_00231_Untitled00231

This is a view from camera 1, rendered and post-produced in Photoshop.

 

 

nr_00233_cam_00100233

This is wireframe view from camera 1.

 

slice1_5

Here you have a scene overview - you can see that we placed many buildings surrounding main building. They are obviously not as detailed as the main building, but detailed enough to look good as secondary elements.

 

slice2_5

Building mesh, with a car on a driveway. This scene is a version with VrayProxies, we have proxy vegetation behind the house. Building was made using typical polymodeling tools, nothing very complicated.

 

slice3_5

Another view of the house

 

slice4_5

The whole scene is surrounded by a dome and a plane with trees bitmap.

 

slice5_5

Dome mesh contains  sky texture - typical method for rendering photorealistic sky in camera view.

 

slice6_5

The cylinder without caps is containing trees map.

 

slice7_5

This map has an alpha channel, so we don't see the sky above trees in the camera, only greenery. The image is prepared in Photoshop and then imported to 3ds Max.

 

slice8_4

Road mesh. - it's 2d, there is no extrusion here.

 

slice9_4

Road material. we mixed several maps together for diffuse slot and then re-used black and white map in other slots to give bumpiness and roughness to the material

 

slice10_4

All maps unfolded.

 

.slice11_4

Main plane that holds all meshes (except main building). as you can see, it is rather simple mesh, but we used VrayDisplaceModifier to make some varieties in height.

 

slice12_4

Main plane material. It's a standard VrayMaterial, but we made some compositing when it comes to maps.

 

slice13_4

As you can see, we have mixed many color maps with noise textures to achieve better variety in our grouind texture. And it's all for diffuse slot only!

 

slice14_4

For the reflect slot we reused all maps, but mixed them differently and as b&w version. 

 

slice15_4

The ground is displaced, we used the mixture of above maps.

 

nr_00234_AE31_002_displacement_cellular_200234

The first map for displacement (smaller version than in the scene)

 

nr_00235_AE31_templ_grass_displ100235

The second map for displacement (smaller version than in the scene)

 

nr_00236_AE31_temp_grass_mask2

The map used as a mask for mixing displacement layers (smaller version than in the scene)

 

slice16_4

Some secondary meshes of neighboorhood houses.

 

slice17_4

Even though these buildings are quite far from camera, we provided necessary textures.

 

slice18_4

Building textures.

 

slice20_3

Roof mesh is made from array of rooftiles

 

slice21_3

Single rooftile

 

slice22_3

Roof material

 

slice23_3

Building mesh

 

render_settings_ai31

Render settings.

 

Cam_001_raw

The final render without post-production is very close to the desired result, we need only small touches to increase visual fidelity of the image.

 

nr_00237_Untitled

We only increased contrast with Curvwes, re-colorized the sky and added passes. Final image is ready :)

 

nr_00231_Untitled00231

Final render. Check all views on Archexteriors vol. 31 Evermotion Shop product page.

 

Author: Michał Franczak Editor: Michał Franczak
Tags: vray 3dsmax chaosgroup
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