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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

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OK

Making of creative office - Tip of the Week

Michał Franczak 2015-07-03 10:32 tutorial  > 3ds MAX  > rendering

This is small office scene from Archinteriors vol. 40.

This interior scene was made by Evermotion in 3ds Max and V-Ray. It is scene 11 from Archinteriors vol. 40. You can purchase this single scene or entire Archinteriors vol. 40 collection in Evermotion Shop.

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An interesting shot of small office interior. Clean, white walls and minimalistic glass doors are balanced with red modern chairs. also notice fancy chandelier on the top.
 
 

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Wireframe view of the scene.

 

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Viewport view. Not much to see here, because glass wall is in the way ;)

 

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View from camera with texture on glass enabled.

 

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Exterior dome light with environment map.

 

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We put a city landscape as a light color of the dome material.

 

 

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Dome material - a city landscape.

 

 

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VraySun is placed quite high, because it's a noon scene with hard light, not a romantic one.

 

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We also used VrayLight (dome) as an additional light.

 

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Top view - dome light settings.

 

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There are Vray Lights - skylight portals in the windows.

 

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V-Ray Light Lister.

 

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As you can see, interior is much bigger than on final image. There is a big open space behind the camera, filled with desks, chairs, cabinets, etc. You can definetely make more of interesting shots using only contents of this scene.

 

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Walls (isolated view).

 

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Walls material is a part of Multi / Sub-Object Material. It's quite usual white plaster material with a small amount of reflection glossines map and V-Ray Dirt.

 

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Walls material - V-Ray dirt settings.

 

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Another submaterial is a shader put on a brick wall that is visible throught the window. Normally we would use just some brick house image, but this wall was meant to be placed very close to the window, so we couldn't fake it with bitmap. We created 3d model of building elevation and assigned a brickwall material to it.

 

 

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Brick wall behind the windows.

 

 

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Brick wall - VrayDirt settings.

 

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Ceiling is made of a few objects - it has a square pattern and two framing materials.

 

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Framing 1 mesh.

 

 

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Framing 1 mesh (close-up)

 

 

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Framing material

 

 

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Framing material - VrayDirt settings.

 

 

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Square mesh.

 

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Square mesh material. We used gradient ramp maps for bump map and diffuse slots.

 

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Square mesh material - VrayDirt map settings.

 

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Square mesh material - gradient ramp map in diffuse slot settings.

 

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Square mesh material - gradient ramp map in bump slot settings.

 

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Square mesh material - bump map mix settings.

 

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We have a glass wall and door just in front of a camera. Glass wall has a print. It was made with a bitmap in a diffuse slot and inverted version of the same bitmap in refraction and refraction glossiness slot. this way we achieved a white (diffuse map) print that does not pass the light (refract map).

 

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Glass print map.

 

 

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Clear glass material settings.

 

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Glass wall material settings.

 

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Ceiling lamp mesh.

 

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Ceiling lamp material.

 

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Ceiling lamp material, continued.

 

 

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Ceiling lamp / fluorescent.

 

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Fluorescent material.

 

 

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Chandelier mesh.

 

 

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Chandelier was made of eight similar elements. It looks sophisticated, but it is relative simple modeling task. You can use circles, distribute them using array, remove unwanted segments to achieve arcs, connect those arcs and extrude them, the last task would be scalling the ends of the element and copying it eight times.

 

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Floor covering mesh.

 

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Floor covering material - it has four color variations, so we used Multi / Sub-Object material and assigned different sub-materials to different polygons.

 

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Floor covering material - color 1.

 

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Floor covering material - color 1, falloff map.

 

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Floor covering material - bump map is common for all color variations.

 

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Floor covering material preview.

 

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Render settings.

 

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Raw render came out a little dark, so wee need to improve brightness and contrast in Photoshop.

 

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Simple post-production - curves and levels for increasing the contrast.

 

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Final render after post-production. Thanks for reading! :)

This interior scene was made by Evermotion in 3ds Max and V-Ray. It is scene 11 from Archinteriors vol. 40. You can purchase this single scene or entire Archinteriors vol. 40 collection in Evermotion Shop.

 

Author: Michał Franczak Editor: Michał Franczak
Tags: archinteriors office glass small creative vol.40 ai40
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Olivoist 04:50:55  |  20-09-2015
Hello, thanks for your "print on glass" technique. Regards.