This scene comes from Archinteriors vol. 38.
This interior scene was made in 3ds Max and V-Ray by Evermotion. It is scene 2 from Archinteriors vol. 38. You can purchase this single scene or entire Archinteriors vol. 38 collection in Evermotion Shop. This scene is inspired by Aberdeen university library.
Final image after post-production. The first thing that is extraordinary in this building is the shape of floors. We used angled camera with wide FOV.
Wireframe view.
3ds Max viewport. View from camera.
Main light is VraySun and Preetham sky model.
Camera settings.
We placed Vray plane light behind the camera to lit ground floor. Light is placed behind windows and decorations of elevation, so it casts interesting shadows on the floor.
One Vray plane light is placed in the corridor on the right side of the camera.
Outside environment is faked with background plane.
Bacground plane material settings.
The floors are open on top, so the VraySun light can go trough the whole building.
Front of the building is decorated with vertical stripes.
Elevation stripes material settings.
The second layer of front elevation is made of glass.
Glass material.
Interior. As you can see, camera is angled a little to the top, to show more of the floors. We also placed some props - tables, chairs, screens, etc.
Concrete wall.
Concrete walls are as high as the building.
Concrete walls material.
Wall with LCD panels.
Wall material.
LCD panels material.
Ceiling is made of long elements, close up above.
Ceiling construction. We cut holes for lighting.
Ceiling material.
Glass railing.
Glass material.
Ground floor - a simple plane.
Ground floor material
Raw RGB output.
Photoshop layers. Post-production was rather simple. 7 layers above base RGB layer are passes that add details. Blending modes: reflect - screen, 30%, refraction - screen, 60%, self-illumination - linear dodge, 30%, self illumination plu gaussian blur - linear dodge, 100%, next layer - the same, global illumination - screen, 25%, lighting - screen, 49%. On top of it we added rgb render again, but we blurred it and added round mask. We used screen blending. This way we enhanced soft light in the middle of the image. The next layer is cooling filter and slightly increased contrast with levels.
Final image after post-production.
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Tagged @ 3ds MAX
Tagged @ modeling