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Making of Evening Exterior Scene

Michał Franczak 2014-09-25 15:45 tutorial  > 3ds MAX  > misc

Learn about materials, camera and lighting settings and post production.

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!).

Click on image to enlarge 1_AE_05_PP_nr_2686.jpg

This is the final image after post production.

 

Click on image to enlarge 2_AE_05_wire_nr_2687.jpg

Wireframe

 

Click on image to enlarge 3_VIEW_FROM_CAMERA_nr_2688.jpg

View from camera

 

Click on image to enlarge 4_LAYERS_nr_2689.jpg

This scene is pretty heavy so it was necesarry to use layers. Thanks to them it is possible to quickly navigate this scene.

 

Click on image to enlarge 5_rocks_proxy_nr_2690.jpg

Rocks are put in the scene as VrayProxies. It speeds up viewport navigation.

 

Click on image to enlarge 5b_cars_nr_2691.jpg

We placed some cars near the main building.

 

Click on image to enlarge 5c_car_closeup_nr_2692.jpg

Cars are placed quite far from camera so there was no reason to use hi-poly models.

 

Click on image to enlarge 6_camera_nr_2693.jpg

Camera settings

 

Click on image to enlarge 7_lights_overview_nr_2694.jpg

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.

 

Click on image to enlarge 8_lights_dome_1_nr_2695.jpg

Sphere light settings. It does not affect reflections.

 

Click on image to enlarge 9_lights_dome_2_nr_2696.jpg

Second dome light settings are on the right. You can see that it uses texture and affects only diffuse channel.

 

Click on image to enlarge 10_lights_dome_2_map_nr_2697.jpg

And here you have the texture that is used by second dome light.

 

Click on image to enlarge 11_lights_dome_3_nr_2698.jpg

Third dome light settings. This light source also uses texture and affects only specular and reflections.

 

Click on image to enlarge 12_lights_dome_3_map_nr_2699.jpg

Ttexture settings of third dome light.

 


Click on image to enlarge 13_inside_lights_nr_2700.jpg

We put many light sources inside the building to give it this nice "night office" look..

 

Click on image to enlarge 14_inside_lights_settings_nr_2701.jpg

All inside lights are VrayIS with the same settings that you can see on the right of this image.

 

Click on image to enlarge15_building_clay_nr_2702.jpg

The core of the scene - main building (clay material preview)

 

Click on image to enlarge 16_building_clay_detail_nr_2703.jpg

The trick is in the details - you can see that there is difference between the structure of the front and side facade.

 

 

Click on image to enlarge 17_building_clay_wall_breakdown_nr_2704.jpg

Front consists of two objects.

 

 

Click on image to enlarge 18_building_wall_A_detail_A_nr_2705.jpg

The glass part of building's front

 

 

Click on image to enlarge 19_building_wall_A_material_1_nr_2706.jpg

Glass material consists of four submaterials that differ slightly.

 

 

Click on image to enlarge 20_building_wall_A_material_1_map_nr_2707.jpg

First material has noise map in the bump slot.

 

Click on image to enlarge 21_building_wall_A_material_2_nr_2708.jpg

Second submaterial has different reflection color and other noise map in bump slot.

 

Click on image to enlarge 22_building_wall_A_material_3_nr_2709.jpg

Third submaterial - again, the color in reflection slot is different.

 

Click on image to enlarge 23_building_wall_A_material_4_nr_2710.jpg

Fourth material with blue reflection color.

 

Click on image to enlarge 24_building_wall_B_nr_2711.jpg

The second element of the front of the building is border.

 

Click on image to enlarge 25_building_wall_B_material_nr_2675.jpg

It has very simple VrayMaterial.

 

Click on image to enlarge 26_building_and_env_no_front_nr_2676.jpg

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.

 

Click on image to enlarge 27_building_inside_mat_nr_2677.jpg

This is the material of inside walls.

 

Click on image to enlarge 28_env_plane_nr_2678.jpg

Environment is quite simple - it consists of a few planes.

 

Click on image to enlarge 29_env_plane_closeup_nr_2679.jpg

We put some benches on the first plane, near the camera.

 

Click on image to enlarge 30_bench_nr_2680.jpg

Bench close-up

 

Click on image to enlarge 31_bench_mat_1_nr_2681.jpg

Bench material.

 

Click on image to enlarge 32_bench_mat_2_nr_2682.jpg

Bench material (continued). Yes, we mixed a lot of maps here.

 

Click on image to enlarge 33_building_roof_nr_2683.jpg

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.

 

Click on image to enlarge 34_building_roof_mat_1_nr_2684.jpg

Border material

 

Click on image to enlarge 35_render_settings_nr_2685.jpg

Render settings

 

Click on image to enlarge 00_PASSESS_SMALL_nr_2672.jpg

Render passes.

 


Click on image to enlarge 000_rgb_output.JPG

RGB output. Quite nice but far from the ideal. Now we need some serious post production.

 

 ae32_5__0007_Layer_21_nr_2615.jpg

Post production animation

 

Click on image to enlarge 00_STACK_nr_2673.jpg

This is how our Photoshop stack look like. As you can see, post production was quite a job here.

 

Click on image to enlarge 7_curves_nr_2663.jpg

Post production - curves

 

Click on image to enlarge 8_levels_nr_2662.jpg

Post production - levels (bring the contrast on)

 

Click on image to enlarge 9_color_balance_nr_2674.jpg

Color balance (added a slight amount of blue tint)

 

Click on image to enlarge 10_hue_saturation_nr_2671.jpg

A littble bit more saturation and changed hue.

 

Click on image to enlarge 12_levels_nr_2670.jpg

Levels again.

 

Click on image to enlarge 15_levels_sky_nr_2668.jpg

We changed the sky and changed the levels to make it more apparent.

 

Click on image to enlarge 16_hue_saturation_nr_2669.jpg

More saturation (sky only)

 

Click on image to enlarge 18_hue_saturation_nr_2667.jpg

Desaturate (all layers)

 

Click on image to enlarge 19_levels_nr_2666.jpg

More contrast...

 

Click on image to enlarge 20_hue_saturation_nr_2665.jpg

Final hue adjustment

 

Click on image to enlarge 21_hue_saturation_nr_2664.jpg

Final saturation adjustment. This is final image.

 Hope you enjoyed it! Thanks for reading! :)

Author: Michał Franczak Editor: Michal Franczak
Tags: evermotion archexteriors breakdown makingof scene5 vol.20
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dearArch 23:08:30  |  25-09-2014
Beautiful image, nice Mof) in leg with time;) BW, Serjozha
vjaramillo 06:50:38  |  26-09-2014
why three lights for the exterior?
dr_After 08:27:37  |  26-09-2014
If you look closely you will see that one of domes affects only diffuse and the other one affects reflections. The sphere (third light) provides general lighting. I will add this info under images.
assara 10:43:41  |  26-09-2014
very nice
yahia mito 14:04:51  |  30-09-2014
how did you scatter these rocks naturally ?? awesome work man , keep it up :)
qiaolinwang 07:30:39  |  06-11-2014
Very beautiful figure, I am a Chinese, not English but I still translation while learning, thank you for your sharing
uki1 21:15:18  |  12-12-2014
feels like i have to know more about PS then the max & vray
Amer Mohtar 08:11:44  |  23-08-2017
Making of Evening Exterior Scene
Amer Mohtar 08:12:08  |  23-08-2017
Amazing Job, but why did you leave the small house in this white material, without adding the realistic effects to it as well??