Archinteriors vol. 32 collection is available here.
My main goal was to combine two quite different lighting sceneries – normal, sunny daylight with warm, orange artificial light. At first I matched camera in my scene to my reference – for this purpose I've used BLAM addon (Blender Camera Calibration Toolkit). It's a very simple 3 step process:
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Import reference image into Movie clip editor
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Draw two grease pencil layers (to draw straight lines just press Ctrl + d) – first for the X axis and second for Y and hit calibrate button and BLAM will match your active camera to the image.
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The blocking phase was also done in Blender. I started with a simple cupboard – when the basic shape was made (in perspective) I've changed units setup to metric (0.01 corresponds to 3ds max units) and scaled to real life dimensions (height about 70cm).
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Having one element of “the puzzle” right I could made other correspondingly. Finished blocking phase. The models are still very rough but I prefer this workflow – iteration based, because from the start I see which elements would need more polishing (and I don't model things or details which won't be visible in final render).
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Now it is a time for replacing models with final geometry – most of them are quite simple, so I show only the more interesting ones.
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Sofa – after making the base mesh I've added multiresolution and sculpted the wrinkles (I've used mostly 3 brushes: Crease, Pinch and Smooth). It's very important to change the brush size very often (it adds variation to folds).
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Cupboard – every object in the scene has chamfered edges. Although Blender can bevel edges in edit mode, I prefer to use bevel as a modifier. This way I have greater control - my model is more procedural. When I change proportions of my model, the bevel stays the same. The only downfall of this method is that I get occasional UV mapping errors. They can appear if the object was mapped prior to beveling.
I exported all meshes as a obj and imported this file to 3ds max, because the scene was meant to be lit and rendered in VRay.
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For the daylight I used HDRI image in the background (to achieve ambient tint) and a strong bluish Vray light (this gave me more control than Vray Sun and Sky)
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The small lamps were more demanding – I wanted them not only to have a specific shape (like ies lights) but also sharp shadows. That's why I used mostly simple spot light.
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For the chandelier lights at first I tried to use small Vray lights covered by glossy glass but rendering times were to high (also noise level was unacceptable) so finally I went for simple gradient textures with Vraylight material.
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Materials were also quite simple – I used some color corrections and compositing - I prefer to see results instantly than to go back and forth to Photoshop.
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Materials
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Materials
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Materials
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Materials
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The final GI and sampling settings
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The final render was very close to what I've intended so in post production I only added some tint, vignette and tweaked a contrast.
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Final work
Archinteriors vol. 32 collection is available here.
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