Making of Luxury House

Marcin Białecki 2018-10-23 09:28 tutorial  > 3ds MAX  > modeling

We would like to introduce you this time breakdown of a scene 4 from Archinteriors vol. 51.

This interior is one of 5 interiors from Archinteriors vol. 51 collection which is available already.
We have made every effort to make these collections functional for everyone! No complicated Vray materials. Now 99% of models in our scenes are textured with PBR workflow. 

These are a final Vray images after post production.

 

0002_AI51_004_Cam_001_PP

 

0003_AI51_004_Cam_002_PP

 

0004_AI51_004_Cam_003_PP

 

0005_AI51_004_Cam_004_PP

 

0006_AI51_004_Cam_005_PP

 

0008_AI51_004_Cam_01_wire

 

0009_AI51_004_Cam_02_wire

 

0010_AI51_004_Cam_03_wire

 

0011_AI51_004_Cam_04_wire

 

0012_AI51_004_Cam_05_wire

 

0013_inspiration

This interior was inspired by a luxury chalet designed by Bo Design. This perfect home is located in Megeve, French Alps.

 

0015_viewports1

Viewport from selected cameras.

 

0017_viewports2

The scene is built of about 7,6 million polygons. During rendering, it takes about 32 GB of RAM. One render in 1400px resolution takes about 3 hours. But light cache counts quite quickly (about 10 minutes).

 

0019_zorb_base_objects

Zorb is a nice tool for managing the interior. You can use it to check which modifiers were applied and, for example: globally select only those models that have UV maps. And finally, the cool option is possibility of checking what materials are used in the scene.

 

0020_zorb_materials

You can also change the settings for all materials at once. It is very helpful if we want to change all reflections materials subdivision, or set all textures in Diffuse to 0.01. I recommend this tool!

 

0022_100_models_all

This interior is composed of more than a hundred different models. They are mapped and ready to use on other projects. Below you will find a presentation of most of them.

Textured models:

0024_1_AI51_004_Sofa

 

0025_2_Sofa_SP

 

0026_3_AI51_004_Wood_Jar

 

0027_3_Wood_Jar_SP

 

Below you can see the renders of some models textured with Substance Painter (rendered in Iray).

 

0029_AI51_004_Lamp_A

Iray is a GPU accelerated path-traced renderer developed by Nvidia.

 

0030_AI51_004_Lamp_E

Thanks to Iray in Substance Painter you can quickly render models with proper lighting and reflections.

 

0031_AI51_004_Lamp_J

 

0032_AI51_004_Ski_Stuff_02

 

0034_01_Camera_settings_cropped

Camera settings

 

0036_02_Lighting

As in most of our scenes, we use V-Ray Sun & Sky system with portals in windows. 

 

0038_AI50_002_Vray_preset

You can download the V-Rray settings (VRAY PRESET)

 

Preview of textures used in the scene:

0042_textures

 

Additional renders:

0044_Add_02

 

0045_Add_03

 

0046_Add_04

 

0047_Add_05

Author: Marcin Białecki Editor: Michał Franczak
Tags: interior archviz luxury archviz luxury switzerland switzerland
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cadian12:09:03  |  24-10-2018
wow..this scene is really heavy loaded. Nice Work!
lukado12:09:11  |  25-10-2018
Approximately, how many hours does it take to create this kind of scene with all the textures and setup?
mbialecki08:20:20  |  26-10-2018
Hi Lukado! :) It takes many hours to make such a scene. This scene is 6 in one, you can say. There are 6 rooms (TV room, kitchen, dining room, terrace, hall with stairs, huge living room). It's an unusual scene, so it took me about 120 hours to make it. Is it a lot or a little time? ;)
mbialecki08:33:00  |  26-10-2018
Hi Cadian! It is true! This scene is stuffed with nice props. Almost all of them are made in Substance Painter. Therefore, this time of making this scene has dramatically extended.
Impresspolska09:07:39  |  26-10-2018
Substanced models look ver good but textures/materials used for them can not be applied to any other model. In many collections Evermotion prepared nice materials I could use in many new scenes. Substanced ones do not allow it. Therefore in incoming collections there should be a balance between open materials and dedicated.
mbialecki14:19:37  |  26-10-2018
Hi Impresspolska! I remember those beautiful times when Shader was so complicated (Mix, Composite, Fallof, Color Correction, Mask ect), you had to really work hard to make something look nice. But today the world has moved on and many of us forgot how it was before. I understand you perfectly. But remember: "Standing still has killed many man" as Edward S. wrote. Therefore: "Come on, Bruno, let's go for a beer";) greetings :)
Impresspolska15:19:59  |  29-10-2018
Hello mbialecki ! Therefore my post was not a complaint - I love to work in Substance Painter and I see that period of squared textures has gone. Now I transfer meshes to SP directly from Marvelous Designer, 3dsmax enjoying final effects. But if Evermotion could keep on adding to collections some cool large plasters, walls etc that would be great. Just for balance.

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