Making of Bangkok airport - Tip of the Week

Michał Franczak 2015-03-13 14:56 tutorial  > 3ds MAX  > rendering

We are breaking down visualization inspired by the biggest airport of Thailand (from Archinteriors vol. 38).

It is a big and well lit open space with many props. It has sophisticated, bended roof construction and modern "cold" look - these are the main features of this scene, based on Bangkok Suvarnabhumi Airport terminal interior. This scene comes with Archinteriors vol. 38 and it will also be available separately in Evermotion Shop from 17th of March, 2015.

Today we will show you how it was made.

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Final image after post-production in Photoshop

 

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Wireframe

 

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View from V-Ray camera. Single point perspective, a lot of light coming from the outside through glass walls, some light sources on far end of terminal.

 

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Outside view of the model. You can see also background plane that is used to imitate the rest of airport buildings, visible through terminal windows.

 

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Camera settings.

 

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Interior without roofing.

 

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The most interesting part of this building is roofing construction - it looks great in reality and in visualization. Due to its modular and repetitive shape it could be modeled in quite reasonable time.

 

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Roofing construction, continued.

 

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Glass walls.

 

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There is a simple stairs model at the end of terminal. It is placed so far from the camera that it wasn't necesarry to make small details - they would only make rendering time longer.

 

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Lamp model was also based on real lamp, as you could see in the image here.

 

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On the left of the scene you can see chairs in departure area. Here is the close-up.

 

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Background map

 

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Background map, walls and roofing tube, lights and camera.

 

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Lights inside the building were put in two hanging lamps on the end of hall, additional light sources were also put in two elevator boxes and in gallery shop on the left.

 

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Floor close-up

 

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Floor material

 

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Tube close-up

 

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Roofing material

 

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Roofing material (continued)

 

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Roofing material (continued)

 

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V-ray lights

 

 

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Rectangular light settings

 

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Glass walls material

 

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Glass walls material (continued)

 

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Background material

 

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Background material map

 

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Render settings

 

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Raw render - it's still pretty dull, we need to enhance it in Photoshop

 

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Photoshop stack. From the bottom - Group 1 was used for "surface blur" trick that sharpens surface, but not introduces aliasing on the edges. You can watch tutortial about surface enhacement here. After that we added refraction and reflection layers and GI. These three layers enhanced brightness of the image, so we need to increase contrast. We used levels layer for that and then curves layer on the top.

 

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Final image after post production
Author: Michał Franczak Editor: Michał Franczak
Tags: archinteriors public scene4 vol.38 38 station
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kaan1212123@gmail.com09:32:47  |  02-02-2017
Would it be possible to send me the 3dmodel kaan1212123@gmail.com

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