Breakdown of a scene inspired by Villa Verona from Archexteriors vol. 25.
Villa Verona is a 7,500 sq. ft. home designed and built by Jorge Ulibarri, www.imyourbuilder.com. This scene was modeled, textured and rendered by Marcin Bialecki from Evermotion.
Final image after post-production. We tried to match our reference which is Villa Verona built on Florida.
Reference - real building.
Wireframe.
View from low-positioned Vray Physical camera.
Overview of the scene with material color on (you can set it on by selecting proper option on the Display tab). Camera settings are on the right.
The tops of the trees visible behind the building are made from simple cut-out trees textures.
Our cut-out tree material was taken from Textures4Ever collection vol. 8. We just need to place a plane and assign texture in diffuse and opacity slots.
Cut-out tree material map settings.
The closer view on the scene. As you can see, it consists of main building, ground plane, palm tree in the center, many proxies for grass and bushes (notice boxes in front of the building - those are Vray proxies of small trees and bushes). There are also many light sources in the scene, including vraySun, lights in the lanterns, spot lights highlighting the details and interior lights.
We used also VRay Plane. By using VRay plane (an infinite plane) we are ensuring that there will be no light leaks and artifacts.
V-Ray sun settings. We placed VRay sun rather low to imitate soft evening light.
Ground planes that are base for grass proxies.
Ground planes material is simple Vray material. We didn't need anything fancy, because it is mostly covered with grass.
Stone pavement is rather prominent scene element.
Pavement close-up with flagstone pattern. Marcin made this pattern by hand by creating one tiling element and then duplicating it many times. At the end he adjusted the shape of pavement to the scene and assigned material to it. Pavement material is very sophisticated so we will not present it here (it would took many more slides). There is one important thing when you are modeling the pavement - it shouldn't be straight, it should be curved. In reality pavements are often curved, to avoid water collecting after the rain. It is convex in the middle. It is also useful for rendered scene. Convexed pavement starts reflecting sky properly. Straight pavement does not have such reflections.
Top view of the pavement.
Pavement - single element
Building isolated in the viewport.
Building close-up. As you can see, there are many light sources that are making its' shape more interesting - cone lights, lanterns and interior lights.
Building may look simple from exterior, but it consists of many elements.
Building walls material. It is imitating textured plaster, so we need to use some fancy textures for bump map.
Walls - material 1 (textured plaster)
Walls - material 2. This material is simplier and has no bump map. We used it for elements that are not visible to camera, to speed up rendering time.
Walls - material 1 composite map settings.
Big wooden garage doors.
Doors material (multi-sub material covering wooden and metal elements)
Doors material.
Doors material - metal elements.
Doors material - wooden elements.
Lanterns are quite detailed. We took this model from Archmodels vol. 107 collection and tweaked it a bit.
Lanterns - glass material.
Lanterns - metal material
Lanterns - metal material (continued)
We used vray proxies for grass elements. This grass is unique - it wasn't used in any past Evermotion collection.
Those boxes are proxy plants. We used trees from Archmodels vol. 52 and optimized them.
Proxy grass below palm tree (tree is hidden in this image).
Top view - we used many interior lights in this scene.
Interior lights (continued).
Some interior lights are placed in color glass half-domes. This way interior light is warmer. Light settings on the right.
There are also many spot lights outside.
Spot lights placement.
Spot lights placement and spot lights settings on the right.
Vray Light Lister.
The final touch - we put some nice furniture models in the interior.
Furniture, continued
Furniture, continued
Furniture, continued
Palm tree. We used model from Archmodels vol. 85 collection. It is not just model put in the scene, this palm was made of two different palm models for the purpose of this scene.
Render settings.
Raw render, without post-prodction.
Photoshop stack.
Final image after post-production. Thanks for reading! :)
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Tagged @ 3ds MAX
Tagged @ Texturing