This scene comes from Archinteriors vol. 37.
This interior scene was made by Kamil Kuklo in 3ds Max and V-Ray. It is scene 7 from Archinteriors vol. 37. You can purchase this single scene or entire Archinteriors vol. 37 collection in Evermotion Shop. You can also purchase Archinteriors for C4D vol. 37.
This kitchen is not ordinary one. It has a common space with a room, interesting hanging lamps, blackboard wall and nice rustical table. It's placed in a loft and it has an opening in the ceiling - the floor above is visible. It has many light sources.
Wireframe view of the scene.
Viewport view with "realistic light" mode on. In this mode the scene looks overexposed, so we will used simple "shaded" view in the next pictures.
Mesh view from the camera.
A table stands very close to the camera, so we needed high quality mesh and textures. We needed "old, worn-out" table look - the one that was used by a family for a long period of time.
Table mesh. We needed a table with uneven surface and roundedcorners. Kamil achieved that result by using modifiers stack in Blender, smoothing and decimating model.
Table boards unwrapped in UV editor.
Table material settings. Reflections and glossines are controlled by bitmaps. Some dirt on the corners is made with procedural noise map and VRayDirt.
Table material - diffuse map settings.
Table material - noise map settings.
Table material - VrayDirtMap settings with small radius (4 cm).
Kamil placed lights in the windows of both floors and behind kitchen wall. One light was also placed to lighten up furniture on the floor above the kitchen.
The final light is VraySun - settings are on the right.
Window lights are invisible (they let dome light pass), but they are not skylight portals.
Vray Light settings.
Vray Light settings.
Vray Light settings.
VrayLight settings.
VrayLight settings.
VrayLight settings.
VrayLight settings.
VrayLight settings.
VrayLight settings.
VrayLight lister.
Camera settings - wide FOV (84) and neutral white balance.
Floor is an extruded plane, it is barely visible in the camera so there was no need to make boards with floor generator.
Floor box close-up.
Floor material - boards are faked by bmp map, reflections are varied by bitmaps.
Floor diffuse map settings.
Floor texture has a tiling pattern, but it is only visible in viewport, not in camera.
The left wall - simple box with square pattern material.
Wall material.
Other walls and ceiling mesh.
Walls material.
Blackboard wall gives a comfy look of a flat that is inhabited by a loving family with children.
Blackboard wall material.
Blackboard wall material - diffuse map settings.
The section in the ceiling - mesh with UVW box mapping.
Material of ceiling section.
Hanging lamp in industrial style.
Lampshade material.
Lamshade has to get "old and thick look" so Kamil used some noisy / dirty maps.
Fridge doors.
Fridge doors material.
Faucet - simple mesh with turbosmooth and box UVW mapping.
Kitchen faucet without turbosmooth.
Faucet material.
Render settings.
Raw render without post-production.
Photoshop layers. 3 layers above base layer increase lamp brightness. Light select layer increases brightness of walls, specularity (screen 50%) gives more reflections of materials. Curves and color balance get rid of unwanted yellows.
Final render after post-production. Thanks for reading! :)
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Tagged @ 3ds MAX
Tagged @ Texturing