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Making of Restaurant Scene - Tip of the Week

Making of Restaurant Scene - Tip of the Week

Michal Franczak 2022-03-28 14:35 tutorial  > Blender  > modeling

Creating an interior visualization in Blender.

This scene comes from Archinteriors vol. 55 for Blender - our new collection of ten restaurant interiors. All scenes are full of interesting PBR textured props and optimized for Cycles renderer. You can get this collection as a whole (Archinteriors vol. 55 for Blender - ten scenes) from Evermotion shop. You can also purchase only this particular scene (it is the scene number 9 from Archmodels vol. 55). You can also subscribe to Evermotion Pass and download this scene using your monthly points. And now, let's get to breakdown.

final_1_1

This is the final image, straight out of render buffer of Blender, camera 1.

 

final_2_1

The other view - camera 2, final render.

 

solid

The scene in Blender - solid mode view.

 

materials_2

The scene in Blender - materials view mode

 

rendered

The scene in Blender - rendered view mode (32 samples). The scene isn't too heavy, you can easily rotate it and navigate in rendered mode in close-to realtime, with Geforce 2080 Ti.

 

exterior

The scene seen from the exterior. As you can see, we included some buildings, trees and a van.

 

Untitled_1151_noresize

A fully textured van model.

 

car2

The same car in rednered view. Oh, there is also a bike, because why not? :)

 

building_1

A mesh of a building included in this scene

 

building_mats

Mesh color coded by material.

 

building_parts

A building exploded into parts.

 

building_detail

An ornament and windowsills mesh.

 

building_plaster_mat_preview

The same mesh textured.

 

building_plaster_mat

And a material of concrete windowsills. It's rather simple - diffuse texture for color, mixed with specular by a factor of IOR map and normal map. For roughness we used inverted specular map. The result is comparable quality of our V-Ray 3ds Max version of this scene.

 

building_uv

Ornament and windowsills uv layout.

 

rest_ext

Main restaurant building mesh

 

coumn_displacement

A column in the interior has a displacement modifier. It is not applied, so you can decide whether you want to use it or not.

 

column_edit_mode

A column mesh.

 

coumn_displacement_rendered

A rendered result with displacement.

 

light-portal

Exterior is lit by single blueish color, in front of restaurant windows we placed a huge light portal (orange frame).

 

BAR

The bar inside has an wooden stylized side.

 

BAR_DECOR

It was made with a separate mesh aligned with the bar mesh

 

bar_nalewak

Beer dispenser model.

 

nalewak_edit

Beer dispenser mesh

 

nalewak_uv

Beer dispenser uv layout.

 

 

 

ceiling_1

Ceiling mesh.

 

ceiling_details

And under this mesh we placed a construction made of wood and metal.

 

ceiling_details_mat

Details of ceiling cage

 

ceilingwood_mat

Wood material of the cage.

 

SETTINGS

Render settings, lighting settings and world settings in compositor.

Thanks for reading!

 

Author: Michal Franczak Editor: Michał Franczak
Tags: scene restaurant blender blender scene
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Birk Kromann 13:56:26  |  20-09-2022
Neither concrete nor wood should have any metallic value.