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Making of Voices of the Sea

Ruslana Kulikova, Serhii Trytko 2020-12-02 10:06 tutorial  > Making of  > modeling

We're lurking into amazing and moody visualization by Ruslana Kulikova and Serhii Trytko.

Hello everybody!

We want to tell you a little about our project — “Voices of the sea”. This tutorial will contain general principles and techniques, and some interesting details that we applied to create the project. The idea of the project is to recreate a series of stories scattered over time, but related to only one place.


The basic composition was created using a set of rocks, boat, and ship models. Models were assembled from different sites, for example the boat was taken directly from 3dsky and slightly changed to the colors of our project.

cr fin

Crushing - final render


cr in white

Crushing (in white)


cr ready mod

One of the ready models used in the scene


Water geometry was created as a fluid simulation in Phoenix FD.

cr phoenix crop00125

Crushing (Phoenix FD settings)



Since the work was done in Corona 5, this render engine does not support some connections with Phoenix FD, so the animated particle cloud sequences were converted to geometry using tools of the TyFlow plugin in a few steps:

  • birth fluid
  • conversion to geometry using TyMesher


cr tyflow crop00126

Crushing - TyFlow settings


cr tymesher crop00127

Crushing - TyMesher result

To make the water surface more realistic, we used the Corona Displacement modifier with the PhoenixFdOceanTex map.

cr phoenix texmap crop00128

Crushing - PhoenixFDOceanTexMap


To create the effect of the glowing atmosphere, we made several cubes textured with Corona Volume mtl and highlighted Corona sun.

cr illu crop00129

Crushing - Illumination



There are two characters in this picture — a stranger with a lantern and his horse. For the character of the horse, we used a static model, which we upgraded - we made it a RIG to create the illusion of movement. A skeleton was inserted into the shell to allow the character to move.


li fin

Lighthouse - final render


li char

Lighthouse - characters


li mood

Lighthouse - search for a mood and composition, first tests



Lighthouse and island (modeling)


horse 1

Static horse model


horse dyn

Modifications of horse texture and pose


To create the silhouette of a stranger in a cloak, we used anatomical reference Female 3D scan from Turbosquid, which was in the most appropriate position as an avatar – for the fabric simulation in Marvelous Designer. 


Silhouette avatar


li cloak

Lighthouse - cloak simulation

The most difficult element is water with foam and splashes. Water was created with Phoenix FD and converted to geometry using TyFlow.

li test water

Lighthouse - testing water simulation


To enhance the foam water effect, we used a CoronaLayered material. For more detail in the foreground, we used a set of planes with Opacity material.
The effect of dry and wet sand on the beach was achieved using CoronaLayeredMaterial — two materials with different Reflection and Diffuse values combined with a mask.

li water mod

Lighthouse - water modification


An enhancement of the glow effect of the atmosphere around the lantern was created using a spheres with emissive CoronaVolumeMaterial.

li light upg

Lighthouse - emissive spheres



The foreground — the silhouette of the rock, and the mountains in the background was assembled from several sets of stones and rocks. There are no such ready-made solid models, so we collected rocks from different stones, which were adjusted to each other with the standard tool Push and Pull in 3Ds Max, textured with one stone texture, so that the shape looks complete at the end.

1.Rock finalrender

Rock - final render


2.Rock collectedforeground

Rock - collected foreground


The depth of the atmosphere was achieved used the CoronaVolumeMaterial. The house model with detailed interior and exterior elements, compositionally integrated onto the beach.

3.Rock collectedscene

Rock - collected scene


The effect of dry and wet sand on the beach was achieved using a CoronaLayeredMaterial of two materials with different Reflection and Diffuse values and composited with a mask. Also this time with the help of a mask on the sand were added traces of horses. The mask with the traces was drawn in Photoshop with the help of a brush in the shape of a hoof print on the sand.

4.Rock oneoftheattemptstocreateamaskforfootprintsinthesand

Rock - mask for footprints


Arranged horse model with pre-configured RIG animation. The same horse model you saw in the Lighthouse image was used here, but for variety, with different skeleton animation settings and fur color.

5.Rock horsesanimation

Rock - horses animation



The main task of this part of the project was the integration of the 3d model into the video. First, we do a video tracking in the SynthEyes to get a 3D camera on which in the future we will shoot our house.



Meeting cameratracking

Meeting - camera tracking


Next, we make a house model for scaling the camera in SynthEyes. Scale and import the camera into the 3DS Max environment. Putting together a detailed scene for integration into the video. We set up the light, similar to the video. Set up a CoronaShadowCatcher material for the surface that mimics the beach surface in the video. Setting up the masks for rendering. We render and save the sequence in EXR format, it will include all rendered masks for post-correction.


Meeting houserendering

Meeting - house rendering

Next, we import the sequence into the Foundry Nuke environment. Cut out the plan of the running people that are superimposed on the rendered house.

Meeting workinNuke

Meeting - work in Nuke


Meeting usingofmasksinpostcorrection1

Meeting - using masks in post correction


Meeting usingofmasksinpostcorrection2

Meeting - using masks in post correction, pt.2


Finally, we made our post-correction using masks and Nuke tools.

Meeting amapofthefogthatwasrenderedforthehouse

Meeting - a map of the fog that was rendered for the house


Meeting renderwithoutpostcorrection

Meeting render (without post-processing)


Meeting renderwithpostcorrection

Meeting render (with post-processing)


Meeting frames

Meeting (frames)


Meeting - wipe transition



We have created a composition of sculptures with characteristic light to emphasize the silhouettes of foreground objects.

Sculptures firstpicturefinalrenderwithoutcape

Scuptures - first picture, final render without cape


Sculptures firstpicturefinalrenderwithcape

Scuptures - first picture, final render with cape


A cape simulation was created in MarvelousDesigner.

Sculptures capesimulation

Sculptures - cape simulation


For the cape, we created a material with a translucent effect as PVC film.

Sculptures materialtest

Sculptures - material test


Sculptures firstscene

Sculptures - first scene


Sculptures firstscene,PVCfilmmaterial

Sculptures - first scene, PVC film material


Sculptures secondpicturefinalrenderstatic

Sculptures - second picture, final render, static


We collect another composition.

Sculptures secondpicturescene

Sculptures, second picture - scene


And set up lighting like neon flickering in AdobePremiere.

Sculptures makingofflickeringeffect

Sculptures - masking of flickering effect


Sculptures - animation



To emphasize the composition of this image, we applied the DeptOfField effect.

Aquarium finalrender static

Aquarium - final render, static


Aquarium scene

Aquarium scene


The most interesting elements are the fishes in the aquarium. We animated the static model of the fish in 3ds Max by creating a skeleton for the shell and setting up RIG. We created two layers of animation — one for animating the skeleton of the fish, and the second for animating their trajectory.

Aquarium RIGanimation

Aquarium - rig animation

Post-correction was done in Photoshop — to enhance contrast and emphasize image elements and after we render animation in Adobe Premiere. 


Aquarium - final animation




The most interesting elements of this image are the materials of the surfaces.

1.Bathroom finalrender

Bathroom - final render


2.Bathroom scene

Bathroom scene


3.Bathroom showermaterialsample

Bathroom, shower material sample


Living rooms

The main goal of this compositions was to integrate the animated background into the static renders.

Livingroom1 static

Living room 1 final render


Livingroom2 scene

Living room 1 scene


Livingroom2 static

Living room 2 final render


Livingroom1 scene

Living room 2 scene

For the interior, we model chairs and a table in 3ds Max.

Livingroom1 modeling

Living room - modeling


Importing the chair seat model into MarvelousDesigner. We make a pattern of elements and sew with the following settings.

Livingroom1 MarvelousDesignersimulation

Living room - Marvelous Designer simulation


Import the seats into 3ds Max, set up Unwrap UVW. Setting up wood and fabric materials.

Livingroom1 UnwrapUW

Living room - Unwrap UV


Livingroom1 materialtesting

Living room - material testing

We perform post-correction of the render. Importing the render and animated background into Adobe Premiere. Loops the background animation, doing color correction.

Livingroom1 compositing

Living room - compositing


Living room 1 animation


Living room 2 animation

Making of (movie)



We hope that you were interested and this tutorial will help you with your projects.

Author: Ruslana Kulikova, Serhii Trytko Editor: Michał Franczak
Tags: 3dsmax archviz makingof 3dsmax archviz ruslana kulikova makingof coronaredner kulikova coronaredner
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Jesusarq 09:15:29  |  03-12-2020
Amazing job