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Making of Loft Interior - Tip of the Week

Michal Franczak 2018-07-11 11:02 tutorial  > Blender  > modeling

Breaking down a interior scene for Blender.

This scene comes from Archinteriors vol. 48 for Blender - a collection of 10 interiors in scandinavian style. These interiors are ready to render, with all textures and materials. Lighting and cameras were carefully set to achieve best arch-viz quality. You can use them to create your own scenes or just treat them as library of assets, there are hundreds of them in this collection, literally.

Let's take a look, how this scene was made.

nr_01361_AI48_007

A final render. This render was made in Blender, no external software or plugins were used during rendering. All materials are PBR, texture sets were created in Substance Painter.

 

nr_01363_007

Wireframe view.

 

slice1_18

This is how the scene looks in the Blender's viewport. We have placed a couple of cameras here for rendering different views.

 

slice14_15

The outside view of our interior. Direct light is provided by Sun Lamp. You can see the additional building here. We placed two of them in this scene to get nice view behind the windows.

 

nr_01364_building

Additional building.

 

slice13_15

Sky texture is our another light surce. We used hosek / Wilke model with Hue / Saturation node - we desaturated sky quite a lot (to 0.6 of original value).

 

slice12_15

We placed light portals in the windows.

 

slice11_15

You can also see that we placed rectangles in the windows - they have emmisive material assigned, so they are serving as additional light sources too.

 

slice9_16

A bottle with feather - a prop from the scene.

 

slice10_15

Glass material in Node Editor. we mixed diffuse texture with white color using refraction map (if something was 100% refractive it should be white (in this case white gives perfect 100% transparence).

We mixed specular value with black to clamp it a bit.glossiness is also dependent of refraction map. We exported glossiness from Substance Painter with v-ray preset, we inverted it, because Principled Shader node accepts "Roughness" not Glossiness input. And one map is an invertion of the other.

 

nr_01366_furniture

Another asset - a cabinet.

 

slice6_19

Cabinet in viewport with material nodes.

 

slice5_19

Cabinet material - we didn't use diffuse texture, we used specular map both for specular and color inputs. Glossiness is inverted to roughness. gloss amount node can be used to control level of glossiness, but in this case it does nothing, it just passess inverted glossiness to roughness input.

 

slice4_19

Normal map is passed to normal input without changes.

 

slice3_19

Glossiness nmap.

 

slice2_19

We used Blender compositor for adding a bit of post-production - in this case it was vignette (with elipse mask), increased brightness with curves node and a bit of glare.

 

render_settings_10

Render settings.

 

nr_01361_AI48_007

A final render again.

Thank you for reading! You can see more scenes in Evermotion shop.

 

 

 

Author: Michal Franczak Editor: Michał Franczak
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cadian 08:18:31  |  12-07-2018
Preordered! Great scene and great making of once again!
martta 09:43:03  |  13-07-2018
Thank you!