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Making of the Suburbs - Tip of the Week

Michał Franczak 2014-10-10 14:16 tutorial  > 3ds MAX  > modeling

Welcome to the neighborhood.

This scene was made by Marcin Białecki from Evermotion and it is included in Archexteriors vol. 24. You can order this collection in Evermotion Shop. This scene was modeled and set with 3DS Max and rendered with V-Ray (check V-Ray price!).

Click on image to enlarge 00_AE24_001_FINAL_nr_2861.jpg

This is the final image after post production.

 

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Wireframe

 

Scene setup

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View from camera

 

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Environment is built upon two meshes. One is a big box with gradient environment map and the second is a cylinder that acts as a far forest line.

 

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Close-up view. There is a lot of foliage in this scene, plants and trees were put to separate layers.

 

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Close-up of the building front.

 

Lighting and environment

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Top view. As you can see, the scene consists of four buildings. The building closest to the camera is template" or "ghost building". It is meant to be replaced by the artist.

 

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Camera settings. We use standard V-Ray camera with expanded FOV.

 

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VrayLight settings. The scene is lit by a single VrayLight Dome.

 

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VrayLight settings (continued). As you can see, dome uses VrayHDRI texture.

 

Click on image to enlarge AE24_001_HDRI_small.jpg

HDRI texture used by dome light.

 

Click on image to enlarge 10_nr_2909.jpg

The box that surrounds the scene acts as a sky.

 

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Box uses gradient map as a color for VrayLight Material.

 

Click on image to enlarge41_nr_2941.jpg

Gradient map as a sky.

 

 

Materials

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Cylinder acts as a tree line. It also uses VrayLight material. It is unwrapped (cylindrical).

 

Click on image to enlarge 12_nr_2911.jpg

Cylinder material - trees with opacity mask

 

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The street is a simple poly, extruded from a line.

 

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Street material - Vray material with three maps.

 

Click on image to enlarge 15_nr_2914.jpg

Composite map in bump slot consists of three layers.

 

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The curb is a separate object.

 


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Curb material is rather simple - it combines gradient and two bitmaps in diffuse slot and uses fallof in reflect map slot.

 

Click on image to enlarge 18_nr_2917.jpg

Curb material - diffuse map strength is set to 80%.

 

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Falloff in reflection map slot is set to perpendicular / parallel and in z-axis direction.

 

 

Click on image to enlarge 21_nr_2920.jpg

Driveway

 

 

Click on image to enlarge 22_nr_2921.jpg

Driveway has a material that looks sophisticated, but it is quite simple, really. The first four materials are just color variations, the coat material adds extra variation to bumpiness.

 

 

Click on image to enlarge 23_nr_2922.jpg

Base material 1.

 

 

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Base material 1 maps settings.

 

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Coat material settings.

 

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Coat material settings (continued).

 

Click on image to enlarge 27_nr_2926.jpg

Pavement material.

 

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Pavement base material.

 

Click on image to enlarge 29_nr_2928.jpg

Pavement base material (maps).

 

Click on image to enlarge 30_nr_2929.jpg

Pavement base material uses fallof composite map in reflection slot. It is used for better reflection control.

 

Click on image to enlarge 31_nr_2930.jpg

This is how this material looks without fallof map.

 

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Fallof parameters.

 

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Pavement - coat material settings.

 

Click on image to enlarge 34_nr_2933.jpg

Dark coat material is blended with bright base material using bitmap.

 

Click on image to enlarge 36_nr_2935.jpg

We used proxy object for roofing, because we don't like slow viewports.

 

Click on image to enlarge 37_nr_2949.jpg

We also used proxies for rocks and grass. Material - ground below grass. the grass was made with Forest Pack, we know that not everyone has this software, that is why we converted it to instances using Forest Tools.

 

forest_tools_copy.jpg

 

Click on image to enlarge 38_nr_2950.jpg

Second building.

 

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Second building - facade material

 


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Second building - facade material maps.

 

Render settings

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Render settings

 

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Passes

 

 15_levels_sky_nr_2668.jpg

Post production in Photoshop (GIF animation)

 

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Photoshop stack

 

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Final image.

Hope you enjoyed it! Thanks for reading! :)

 

 

Author: Michał Franczak Editor: Michal Franczak
Tags: vray archinteriors 3dsmax american suburbs v-ray vol.24 making
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fco3d 01:15:47  |  16-10-2014
Very nice scene Why you put a falloff shader in the reflection and at the same time the Fresnel is active? When Perpendicula/parallel is pretty close to Fresnel falloff?
mbialecki 14:12:49  |  16-10-2014
Thanks fco3d. The reason why I put falloff in reflection slot is unexplainable ;) Let`s say that this secret knowledge ;)
mbialecki 14:14:13  |  16-10-2014
...and seriously now: everyone makes mistakes ;) even Evermotion :)
fco3d 23:54:28  |  16-10-2014
ha ha ha OK fair enough :) great work! thanks for sharing with us.
Alex-V17 14:25:59  |  12-12-2014
How did you make the pollys for the driveway, did you use something like floor generator?
garthcg 04:11:32  |  09-03-2015
You right mistakes do take place here. I need help, all day I have been trying to buy your model, I even email evermotion and still waiting for a reply. mbialecki is there a way you can help?