Texturing : I searched on the Internet some of the textures that I need it and I processed them in Photoshop. I mapped the objects and then I started to work at specularity, reflections, colors etc. For faience and gritstone I use VRayMap reflection (cheking glossy will increase pretty much the time rendering). For metals, I`ve use cromium material from the Vray_materials.mat .
Faience map
Chromium map
Post Production : I edited the rendered image with Photoshop by giving it a very slightly contrast (+7) and sharp corrections (+40 ):
Interior - Bathroom
Only direct light
Only vray light
VRay light and omni light (ambiental)
Setting the interior light, involves also the settings of the Vray render. See how I`ve made them to render the final image:
See below some clay renderings with different lights:
Textures
On an Intel Pentium 4 HT 630 (3000 MHz), 1Gb Ram, Video card Nvidia PX6600GT, the final image with textures , at 1024 x 753 resolution, it takes me about 8 hours to render it. Tip: For the many rendering tests (with or without textures), I use small settings for the Vray to improve the rendering time (Image sampler set on fixed rate, Irradiance map min rate -3 and max rate -3, HSph. subdiv.: 15, Intrep samples : 15 etc...). I`m not considering this like a final render, just cheking what changes has been done. From time to time I`m increasing these settings for a better look at the scene and to observe the eventual errors. Also when I render the scene along with the textures to see how a certain area of interest looks, I`m using a lot the crop function from the render type, for selecting and rendering only the area/object that I`m interested with.
After a few days I realised that I don`t like so much the yellow tint of the image and I changed in PS it`s color variation , and also add it an layer mask on top with an gradient transparency (white to black) from left to right to imitate the volume light from the window. See the result below.
I used 3 types of lights : 1. Outside an target direct light (to imitate the solar light and the strong shadow) ; 2. VrayLight close to the window (for soft light and soft shadows) ; 3. Omni light set on ambient only (to give me an uniform light of the entire scene). Tip: I always use into the scenes an omni set to ambiental light only . It really makes the difference. See the positions and settings below :
In this making-of I will try to explain some of the most important steps I did in order to fulfill my "Interior-Bathroom" project. Software used : 3dsmax 6 , VRay for render and Photoshop for textures and post-processing.
Lighting : Usually I illuminate the scene behind texturing.This is because the textures are influenced by the light, and I need to know how to setup them depending of the power of the light. On the road I will change many times the light positions and intensity (becouse it`s less probably to get the "perfect" light that I have in mind, from the first attempt), and also the setup of textures and materials, but at least I have a good point to start. I map the interior with a single color, light grey (in this scene R 223, G 223, B 223). Tip: The best tip to iluminate a scene like in real life, it`s to observe the life itself (the environment, the solar light properties, the hour of the day and so on). First I needed a strong direct light from the sun, with the sharp shadows and second to obtain the soft shadows from the indirect light that bounce from the walls and objects. It`s important from the start to establish how many windows will be in the arhitecture of the interior, to know where the light will come from. In my scene I have only one window, on the left side.
Click on the images to see them at original size
And...this is it. I hope this informations will be usefull.
Direct light,VRay light and omni light (ambiental)
All right reserved. Copyright(c) Cristea Adrian 2005-2013
Modeling: Modeling the scene was probably the simpliest part of the project. It`s time consuming, but the objects are not so complex to build them once you manage to handle the technique of modeling. Everything that I have modelled it`s based mainly on the edit mesh tehnique (and mesh smooth modifier with 2 Iterations according to the case). Tip: The same result for modeling could be achieved with edit poly and turbo smooth modifier, starting with max 7 version. I`ve used the profile spline and lathe modifier for some of the models as the handle of the door, the towel support.
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