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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:

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OK

Making of white living room - Tip of the Week

Michał Franczak 2015-10-15 10:59 tutorial  > 3ds MAX  > texturing

Breakdown of a scene 6 from Archinteriors vol. 30.

This interior scene was made by Evermotion in 3ds Max and V-Ray. It is a scene 6 from Archinteriors vol. 30.

Click on image to enlarge camera_001_PS.jpg

This is the final image after post-production. this is simple living room scene with prominent curtains, some props and subtle lighting.
 
 

Click on image to enlarge Layer_1.jpg

Scene visible through Vray camera in 3ds Max Viewport.
 

 

 

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VrayLight settings. It's a light portal. Background map behind it gives a subtle tint to interior.

 

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VrayLight settings. 

 

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Main mesh is very simple.

 

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Main mesh (backface culling ON)

 

Click on image to enlarge Layer_9.jpg

Main mesh material - VrayBlend Material settings.

 

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Main mesh material - base material settings.

 

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Main mesh material - coat material settings.

 

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Main mesh material - VrayDirt settings.

 

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Camera settings and placement, top view.

 

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Camera settings and placement.

 

Click on image to enlarge Layer_15.jpg

A carpet in the center of a scene was made with VrayFur.

 

Click on image to enlarge Layer_16_carpet_displacement.jpg

VrayFur uses a map for length and density of fur. 

 

Click on image to enlarge Layer_17_carpet_mask.jpg

Another, blurred fractal noise map is used for controlling bending of fur.

 

Click on image to enlarge Layer_18.jpg

We used a plane with a room view. It is not an emitter, it was used to achieve some more interesting reflections on reflective props.

 

Click on image to enlarge Layer_19.jpg

Material of a plane. We used an output of another Evermotion scene here.

 

Click on image to enlarge Layer_20.jpg

Couch mesh.

 

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Couch material.

 

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Couch material - falloff map settings.

 

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The second carpet (on the left of the scene).

 

Click on image to enlarge Layer_24.jpg

Second carpet material settings.

 

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Second carpet material settings - color correction.

 

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Second carpet material settings - reflection glossiness.

 

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Second carpet material settings - displacement map is mix of two maps.

 

Click on image to enlarge Layer_28.jpg

the only window frame that was modeled is placed in the window on the left - the rest of windows is not visible to the camera.

 

Click on image to enlarge Layer_29.jpg

Window frame close-up.

 

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Window frame material.

 

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Window frame material - base material.

 

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Window frame material - coat material.

 

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Window frame material - VrayDirt settings.

 

Click on image to enlarge Layer_34.jpg

Some stockpiled books to achieve "messy look".
 
 

Click on image to enlarge Layer_35.jpg

Shelves mesh.

 

Click on image to enlargeLayer_36.jpg

Shelves mesh close up.

 

Click on image to enlargeLayer_37.jpg

Shelves material.

 

Click on image to enlargeLayer_38.jpg

Shelves material - base.

 

Click on image to enlargeLayer_39.jpg

Shelves material - VrayDirt settings.

 

Click on image to enlargeLayer_40.jpg

Curtain mesh. Just bended plane with turbosmooth and then simulated.

 

 

Click on image to enlargeLayer_41.jpg

Curtain mesh, close-up.

 

Click on image to enlargeLayer_42.jpg

Curtain material is Vray2Sided Material.

 

Click on image to enlargeLayer_43.jpg

Curtain material - side one.

 

Click on image to enlargeLayer_44.jpg

Curtain material - side one, falloff map settings.

 

Click on image to enlargeLayer_45.jpg

Curtain material, backside.

 

Click on image to enlargeLayer_46.jpg

We used VraySky to lit the scene. It is our only light source, no VraySun added. This way we achieved soft lighting.

 

Click on image to enlargerender_settings_11.jpg

Render settings.

 

Click on image to enlargecamera_001_diffuse.jpg

Raw render.

 

Click on image to enlargeps_stack_8.jpg

Photoshop stack. First, we added reflect layer to increase the reflections. then refract layer that does the same for refractions.Both were added in "screen" mode. Another layer merges reflections with overall image brightness, two hue / saturation layers do basically the same - they increase saturation in master channel. At the top goes sharpening layer and vignette.

 

Click on image to enlargecamera_001_PS.jpg

Final image after post-production.

 

This interior scene was made by Evermotion in 3ds Max and V-Ray. It is a scene 6 from Archinteriors vol. 30.

Author: Michał Franczak Editor: Michał Franczak
Tags: archinteriors interior tip makingof scene6 ai30
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aksatastudio 06:29:10  |  20-10-2015
I have a tutorial that I want to share how to upload my tutorials