3ds Max: Making of Small Restaurant Interior - Tip of the Week

Michał Franczak 2019-09-27 08:46 tutorial  > 3ds MAX  > modeling

We are analyzing 3ds max and V-Ray restaurant scene from Archinteriors vol. 52.

This is a second scene from Archinteriors vol. 52 collection consisting of ten scenes.It is small, cosy restaurant. 

AI52_002_Cam_01

Final render. We have a lightsource from outside and many smaller lights below the ceiling.

 

AI52_002_Cam_01_wires

Wireframe view.

 

AI52_002_Cam_02

Final render - camera 2. 

 

AI52_002_Cam_02_wires

Wireframe view.

 

1_viewport

3ds Max viewport-  view from camera.

 

2_overview

We placed a plane with city view outside.

 

3_plane_material

Plane - emissive material.

 

4_light_portals

We placed light portals in windows that let external light source to lit the interior.

 

5_light_portals

Light portal

 

6_split

Building torn apart.

 

7_wall

Most prominent wall is a industrial style brick wall.

 

 

9_wall_mesh

Brick wall mesh

 

10_wall_closeup

Brick wall detail

 

11_wall_backface

Brick wall - backface. We removed polygons not seen by camera, to get more space for our textures

 

12_wall_uv

Brick wall mesh unwrapped in uv editor

 

wall_diffuse

Brick wall was textured in Substance Painter, although in this particular case it was rather importing brick textures to Substance layers and tweaking their intensity a bit. Diffuse layer.

 

wall_displacement

Displacement layer

 

wall_bump

Bump layer

wall_normal

Normal layer.

 

8_wall_material

Brick wall material was exported from Substance Painter as textures and then plugged into V-Ray material.

 

13_ceiling

Ceiling mesh

 

14_ceiling_mat

Ceiling material

 

15_camera_top

Top view and camera settings

 

16_camera_top2

Top view

 

17_camera_angle

Angled view

 

19_vraylightlister

Vray Light Lister - we placed many small lights in the ceiling.

 

20_inside

Decoration planks

 

21_woodplanks_mat

Decoration planks material

 

22_woodplanks_uv

Decoration planks in uv editor

 

1_floor_diffuse

Floor - diffuse layer

 

2_floor_normal

Floor - normal layer

 

3_floor_height

Floor - height layer

 

4_floor_bump

Floor - bump layer

 

5_floor_dirt01

Floor - small dirt layer

 

6_floor_dirt_02

Floor - blurred dirt layer

 

render_settings_15

Render settings

Author: Michał Franczak Editor: Michał Franczak
Tags:
You may also like...
Join NVIDIA webinar with Unreal Engine 4.23

Join NVIDIA webinar with Unreal Engine 4.23

Hitting a Design Grand Slam with Unreal Engine 4.23 and Quadro RTX
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.
  • ul. Przedzalniana 8, 15-688 Bialystok, POLAND