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Making of Penthouse - Tip of the Week

Marcin Białecki 2018-02-02 11:12 tutorial  > 3ds MAX  > modeling

We would like to introduce you the breakdown of a scene 002 from Archinteriors vol. 50.

Hi everyone! This is Marcin Bialecki from Evermotion Team!
This interior is one of 5 interiors from Archinteriors vol. 50 collection which will be available in Evermotion Shop soon. We have made every effort to make these collections functional for everyone. No more complicated Vray materials. Now 99% of models in our scenes are PBR workflow. We have achieved this thanks to the great tool that it is Substance Painter. Below you will find some of our techniques and workflow. 
Enjoy! :) 

 

AI50_002_Cam_01_PP

 

AI50_002_Cam_02_PP

 

AI50_002_Cam_03_PP

 

AI50_002_Cam_04_PP

 

AI50_002_Cam_05_PP

 

Wireframe renders:

AI50_002_Cam_01_wire

 

AI50_002_Cam_02_wire

 

AI50_002_Cam_03_wire

 

AI50_002_Cam_04_wire

 

AI50_002_Cam_05_wire

 

This interior was inspired by the Shuvalovsky Apartment in Moscow by Geometrix Design. The main inspiration was to create a "shiny, modern apartment". This is certainly not a copy of inspiration. The entire room was created from the head.

 

inspiration_1

 

Viewport from selected cameras.

viewports1

 

viewports2

 

Objects and materials count in the scene

Zorb is a nice tool for managing the interrior. It can be used to check which modifiers we have used and globally select only those that have, for example, the assigned UWV map. Besides, you can check what objects are in the scene with this script. And finally, the cool option is to check what materials we used in the scene. Globally, you can also change the settings of all materials. It is very helpful if we want to change all reflection materials subdivision, or set all textures in Diffuse to 0.01. 

zorb_base_objects

 

zorb_materials

 

This interior is filled with more than a hundred different models. They are mapped and ready to use in other projects.

And here is the result of adding different layers of material. As a result, we achieve a high-quality Dartboard model.

nr_00801_01

 

 

nr_00805_02_layers

 

Baking refers to the action of transferring mesh based information into textures. These information are then read by shaders and/or substance filters to perform advanced effects.

Most modern game engine and offline renderer use these baked textures. Baked textures are used in Substance Painter to add details and quickly texture an asset via advanced mask generators and filters. There are mandatory to be able to use Smart Materials for examples.

World Space Normals - This baker allows you to extract a world space normal map from the model.

ID -This baker allows you to project Vertex Colors, Material colors or Random colors per sub-objects from a high definition mesh to the current model. It can be used to bake zBrush Polypaint or Material IDs.

Ambient Occlusion - This baker uses the high definition meshes to compute the occlusion to produce accurate results and store them into a texture that match your low-poly mesh.

Curvature - The curvature baker allows you to extract and store concave and convex information related to your mesh.

  • The black values represent the concave areas
  • The white values represent the convex areas
  • The gray values represent neutral/flat areas.

Position - The Position baker allows you to create position maps.

Thickness - The thickness baker is very similar to the ambient occlusion baker, but it casts the rays in the opposite direction of the surface normal. (So it's as if you were baking an AO with the normal inverted).

  • The black values represent the thin parts of the model
  • The white values represent the thick parts of the model.

It can be used in a Sub Surface Scattering (SSS) shader or directly in the diffuse/albedo to fake a SSS effect.

Baked textures:

nr_00806_03_bakers

 

To use these, you need to export them with the appropriate preset, in our case it will be a Vray preset. We will get several maps that we attach to the appropriate slots in Vray.  Do not forget about the right gamma!

nr_00807_04_gamma

 

These are the renders of some of models textured with Substance Painter.  Substance Painter uses iray for rendering. Iray is a GPU accelerated path-traced renderer developed by Nvidia.

 

AI50_002_Sculpture_all

 

nr_00809_AI50_002_Stove_all

 

nr_00810_AI50_002_Telescope_all

 

nr_00811_AI50_002_Vase_C_all

 

nr_00812_AI50_002_Headphones_all

 

Camera settings
nr_00814_01_Camera_settings1

 

As in most of our scenes, we use the Sun & Sky system with Portals in windows. To better understand this, keep up to date with the "tip of the week" on our website. Or look at earlier articles.
 

nr_00813_02_Lighting1

 

You can download the vray settings (VRAY PRESETS) here

nr_00815_AI50_002_Vray_preset

 

Textures preview

nr_00816_textures

 

Additional renders:

nr_00819_AI50_002_Cam_Add_02

 

nr_00818_AI50_002_Cam_Add_04

 

nr_00817_AI50_002_Cam_Add_03

 

That's all! Thanks for reading!

 


 

Author: Marcin Białecki Editor: Michał Franczak
Tags:
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Marinov 09:29:54  |  03-02-2018
Awesome work! Can you please tell me the manufacturer of that floor tiles and mosaic?
mbialecki 10:04:25  |  05-02-2018
Hi Marinov, Manufacturer of the floor? This is 3D computer graphic visualisation. Thats why I used a marble texture to create a floor. I did not use any special tiles, I just created them myself. Was this what you wanted to know, or did I misunderstand the question and the word "Manufacturer"? Regards :)
andy-go 10:39:45  |  14-02-2018
cool