We add new 3D SCANS every week

Shop Now
Search
Cart
Sign in
  • offerCustomer zone
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

We care about your privacy

We use cookies to provide you with the best possible experience. They also allow us to analyze user behavior in order to constantly improve the website for you. The consent is voluntary. You can withdraw it at any time or renew it in Cookie settings on the home page. Withdrawal of your consent does not affect the lawfulness of processing performed before the withdrawal. Privacy Protection Policy
Accept all
Accept selection
Reject all

Making of windy room - Tip of the Week

Michał Franczak 2015-05-08 10:18 tutorial  > 3ds MAX  > rendering

This scene comes from Archinteriors vol. 36.

This interior scene was made in 3ds Max and V-Ray by Marcin Białecki from Evermotion. It is scene 9 from Archinteriors vol. 36. You can purchase this single scene or entire Archinteriors vol. 36 collection in Evermotion Shop.

Click on image to enlarge nr_AI36_009_PP_893.jpg

Final image after post-production. There are three planes of the scene, including blurred desk close to the camera. We wanted to achieve movement in this scene, we made it with flying paper sheets and curtains moved by the "wind".
 
 

Click on image to enlarge nr_009_wire_895.jpg

Wireframe view.

 

Click on image to enlarge nr_AI36S09_0044_1_887.jpg

3ds Max viewport. View from camera.

 

Click on image to enlarge nr_AI36S09_0043_2_886.jpg

Outside view. Marcin didn't use any Vray Sun or Target Direct light. He lit interior by placing Vray plane lights in all windows.

 

Click on image to enlarge nr_AI36S09_0042_3_885.jpg

Building interior with 3 rooms.

 

Click on image to enlarge nr_AI36S09_0041_4_884.jpg

Top view of a building, you can see also all (11) lights in the scene.

 

Click on image to enlarge nr_AI36S09_0040_5_883.jpg

Vray Lights placed in windows have similar settings.

 

 

Click on image to enlarge nr_AI36S09_0039_6_882.jpg

Vray light lister.

 

Click on image to enlarge nr_AI36S09_0038_7_881.jpg

Camera settings. Marcin used very low f-number (1,6) to increase depth of field. To compensate big amount of light reaching camera lens, he set shutter speed to 6000.

 

 

Click on image to enlarge nr_AI36S09_0037_8_880.jpg

Building interior - isometric view.

 

Click on image to enlarge nr_AI36S09_0036_9_879.jpg

Floor pattern. Modeled by hand.

 

 

Click on image to enlarge nr_AI36S09_0035_10_878.jpg

The floor is made of wooden boards painted white. Marcin used Vray Blend material. Base material is glossy white wood with fractal noise in reflection glossiness slot that imitates uneven paint thickness. Coat material is old, dark wood without paint. Both materials are blended with Vray Dirt map. result - boards are painted white but also worn off - there is less paint on the edges.

 

Click on image to enlarge nr_AI36S09_0034_11_877.jpg

Floor material - base material settings.

 

Click on image to enlarge nr_AI36S09_0033_12_876.jpg

Floor material - coat material settings.

 

Click on image to enlarge nr_AI36S09_0032_13_875.jpg

Floor material, Vray Dirt settings.

 

Click on image to enlarge nr_AI36S09_0031_14_874.jpg

The wall that stands in front of the camera.

 

Click on image to enlarge nr_AI36S09_0030_15_873.jpg

White wall with uneven surface is achieved with a map in bump and reflection glossiness slots.

 

Click on image to enlarge nr_AI36S09_0029_16_872.jpg

Wall material - map settings.

 

Click on image to enlarge nr_AI36S09_0028_17_871.jpg

Wall material - VrayDirt settings.

 

Click on image to enlarge nr_AI36S09_0027_18_870.jpg

One of many flying sheets of paper - simple bended plane.

 

Click on image to enlarge nr_AI36S09_0026_19_869.jpg

Flying sheet of paper - mesh.

 

Click on image to enlarge nr_AI36S09_0025_20_868.jpg

Flying sheet of paper material. Most of sheets are blurred by Depth of field, so there was not necesarry to use translucency - it would not add much to the scene.

 

Click on image to enlarge nr_AI36S09_0024_21_867.jpg

The clock model.

 

 

Click on image to enlarge nr_AI36S09_0023_22_866.jpg

Clock frame material.

 

Click on image to enlarge nr_AI36S09_0022_23_865.jpg

Clock face material.

 

Click on image to enlarge nr_AI36S09_0021_24_864.jpg

One of the cases standing by the wall.

 

Click on image to enlarge nr_AI36S09_0020_25_863.jpg

Back of a case.

 

Click on image to enlarge nr_AI36S09_0019_26_862.jpg

Case material. There are two materials total - one (black, glossy) for sides, top and bottom of a case and one (old rough wood) for back facet of a case.

 

Click on image to enlarge nr_AI36S09_0018_27_861.jpg

Case sides material - made of two Vray materials that have different glossiness. Overal glossiness is controlled by falloff map.

 

Click on image to enlarge nr_AI36S09_0017_28_860.jpg

Black sides case material, continued.

 

Click on image to enlarge nr_AI36S09_0016_29_859.jpg

Black sides case material, continued.

 

Click on image to enlarge nr_AI36S09_0015_30_858.jpg

Black sides case material, continued.

 

Click on image to enlarge nr_AI36S09_0014_31_857.jpg

Case material - back facet.

 

Click on image to enlarge nr_AI36S09_0013_32_856.jpg

Case material - back facet.

 

Click on image to enlarge nr_AI36S09_0012_33_855.jpg

Case material - back facet.

 

Click on image to enlarge nr_AI36S09_0011_34_892.jpg

Case material - back facet.

 

Click on image to enlarge nr_AI36S09_0010_35_891.jpg

Curtain.

 

Click on image to enlarge nr_AI36S09_0009_36_890.jpg

Curtain material.

 

Click on image to enlarge nr_AI36S09_0008_37_889.jpg

Curtain material.

 

 

Click on image to enlarge nr_AI36S09_0007_38_888.jpg

Curtain material - fallof map settings.

 

Click on image to enlarge nr_render_settings_897.jpg

Render settings.

 

 

Click on image to enlarge nr_AI36_009_raw_894.jpg

Raw render without post-production.

 

Click on image to enlarge ps_stack_4.jpg

Photoshop stack. On the second layer Marcin used highpass filter to sharpen the image. Then he added +25 saturation for the room in the back. the next layer is decreased saturation for everything else and increased lightness. Color balance layer make image less green. Layer above it is overlay (opacity 50%) layer that increases lightness of the scene. The next three layers add more contrast to image and small (10%) amount of yellow tint.

 

Click on image to enlarge nr_AI36_009_PP_893.jpg

Final image after post-production. Thanks for reading! :)
Author: Michał Franczak Editor: Michał Franczak
Tags:
You may also like...
3D models for game developers: from houses and skyscrapers to dilapidated buildings

3D models for game developers: from houses and skyscrapers to dilapidated buildings

Game developers understand the importance of visually stunning and highly detailed environments in creating immersive gaming experiences.
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.

dollmaker 14:09:15  |  08-05-2015
Tip of the week rocks :) don't discontinue it thanks :D
mbialecki 10:23:26  |  30-05-2016
Abedo, say again? ;)