This scene is included in Archexteriors vol. 20. It available in Evermotion Shop (check our Archexteriors vol. 20 collection). This scene was modeled and set with 3DS Max and rendered with V-Ray (check V-Ray price!).
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This is the final image after post production.
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This scene is pretty heavy so it was necesarry to use layers. Thanks to them it is possible to quickly navigate this scene.
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Rocks are put in the scene as VrayProxies. It speeds up viewport navigation.
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We placed some cars near the main building.
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Cars are placed quite far from camera so there was no reason to use hi-poly models.
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There are many lights in the scene. Main Outdoor lights are three VrayLights (2 Domes and a Sphere Light). Inside the building we placed dozens of VrayIES lights.
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Sphere light settings. It does not affect reflections.
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Second dome light settings are on the right. You can see that it uses texture and affects only diffuse channel.
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And here you have the texture that is used by second dome light.
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Third dome light settings. This light source also uses texture and affects only specular and reflections.
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Ttexture settings of third dome light.
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We put many light sources inside the building to give it this nice "night office" look..
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All inside lights are VrayIS with the same settings that you can see on the right of this image.
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The core of the scene - main building (clay material preview)
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The trick is in the details - you can see that there is difference between the structure of the front and side facade.
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Front consists of two objects.
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The glass part of building's front
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Glass material consists of four submaterials that differ slightly.
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First material has noise map in the bump slot.
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Second submaterial has different reflection color and other noise map in bump slot.
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Third submaterial - again, the color in reflection slot is different.
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Fourth material with blue reflection color.
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The second element of the front of the building is border.
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It has very simple VrayMaterial.
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This is how building looks without front wall. We modeled inside of the building. Nothing very fancy, but it is needed to achieve greater realism.
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This is the material of inside walls.
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Environment is quite simple - it consists of a few planes.
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We put some benches on the first plane, near the camera.
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Bench material (continued). Yes, we mixed a lot of maps here.
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roof of the building consists of two elements - inside there are glass hexagons that use the same multi-glass material as front glass. The second element is border.
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RGB output. Quite nice but far from the ideal. Now we need some serious post production.

Post production animation
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This is how our Photoshop stack look like. As you can see, post production was quite a job here.
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Post production - levels (bring the contrast on)
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Color balance (added a slight amount of blue tint)
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A littble bit more saturation and changed hue.
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We changed the sky and changed the levels to make it more apparent.
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More saturation (sky only)
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Final saturation adjustment. This is final image.
Hope you enjoyed it! Thanks for reading! :)
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