Hello to all readers! My name is Anatolii Nikolaiev and I want to present you “making-off” for one of my last projects of 3d visualization - "Swiss house" House in Balsthal by Pascal Flammer Architect.
The scene was made in 3ds Max and was rendered in Corona-renderer v.1.2.1. The models of greenery used in the scene come from:
So, let’s begin. I found such a great reference "House in Balsthal by Pascal Flammer Architect" by surfing the Internet and decided to reproduce it in 3d as detailed as possible.
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Reference image 2.
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Also I selected a few beautiful references with fog.
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Modeling
Modeling is quite easy, so I`m going to tell you just about a few moments.
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I corrected a perspective for my reference by using a tool perspective match. I created a camera direct by hot keys Ctrl+C and locked it.
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Further I made an extent (volume) of the house – the model isn’t complicated. Almost the whole model consists of simple boxes and a few boolean options for round windows creating.
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I've got many questions about realistic wood. For the wood I used a script - Floor Generator. As we know, the script works only in horizontal plane, but we need it in vertical one. So we choose a polygon of wall where we need to create a wood and make a copy of this polygon. Swing it into horizontal position. Then drive the script and create the wood. Swing the completed wood into vertical position and put it on the right place.
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On this level the modeling of the house is finished. Then I downloaded some furniture models into the house and started the main part of this project – planting of greenery. I used such models of grass from the Evermotion
Archmodels vol.124 and
Archmodels vol.126 collections.
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For grass placing I used corona-scatter. It's not as functional as MultiScatter, but for this project it was enough. I created three different scatters, each of them has its own individual plane.
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To save a control over the bush textures on the foreground I downloaded them by using x-ref and planted them manually.
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Grass models on the foreground were planted in the same way.
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The trees were converted in corona proxy and planted manually.
Lighting
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For lighting hdri map from the cgsckies resource was used. Considering that the atmosphere of the image has to be dull and foggy, I rolled the hdri for each view for avoiding of the sharp shadows.
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Lighting.
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For the night view I added corona lights into interior with such settings.
Materials
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Materials in this scene are quite simple; I’ll show some of them. Wood. It is a Multi\Sub-object material. I used Multitextures from CG-Source for it.
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Glass. I added a noise map with a big radius into bump slot for getting an asperity in reflections. That’s the details which make a photorealism.
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The reflections in the glass. I created some planes and added a texture with a great landscape and fog. I used Corona light material. I unchecked "cast shadows" and "visible directly". this way the planes are invisible on render and do not mess with HDRI. This way I achieved beautiful reflections in the glass.
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I left default materials of greenery, only corrected translucency and bump in some copies.
Post-production
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Photoshop was used for post-production. Let’s look at the raw render.
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I also rendered zdepth map which helped me to simulate fog in Photoshop and reflection map which helped to tweak reflections.
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Post-production in Photoshop.
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Final image 2.
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Final image 3. Thanks for reading!
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