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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.

 

Click on image to enlarge 3_nr_2902.jpg

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

 

Click on image to enlarge 4_nr_2903.jpg

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.

 

Click on image to enlarge 6_nr_2905.jpg

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

 

Click on image to enlarge 7_nr_2906.jpg

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.

 

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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).

 

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Cylinder material - trees with opacity mask

 

Click on image to enlarge 13_nr_2912.jpg

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.

 

Click on image to enlarge 16_nr_2915.jpg

The curb is a separate object.

 


Click on image to enlarge 17_nr_2916.jpg

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%.

 

Click on image to enlarge 20_nr_2919.jpg

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.

 

 

Click on image to enlarge 24_nr_2923.jpg

Base material 1 maps settings.

 

Click on image to enlarge 25_nr_2924.jpg

Coat material settings.

 

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Coat material settings (continued).

 

Click on image to enlarge 27_nr_2926.jpg

Pavement material.

 

Click on image to enlarge 28_nr_2927.jpg

Pavement base material.

 

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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.

 

Click on image to enlarge 32_nr_2931.jpg

Fallof parameters.

 

Click on image to enlarge 33_nr_2932.jpg

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?