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Making of white kitchen - Tip of the Week

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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.
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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.
 
 
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Wireframe view of the scene.

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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.

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Mesh view from the camera.

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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.

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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.

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Table boards unwrapped in UV editor.

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Table material settings. Reflections and glossines are controlled by bitmaps. Some dirt on the corners is made with procedural noise map and VRayDirt.

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Table material - diffuse map settings.

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Table material - noise map settings.

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Table material - VrayDirtMap settings with small radius (4 cm).

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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.

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The final light is VraySun - settings are on the right.

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Window lights are invisible (they let dome light pass), but they are not skylight portals.

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Vray Light settings.

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Vray Light settings.

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Vray Light settings.

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VrayLight settings.

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VrayLight settings.

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VrayLight settings.


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VrayLight settings.


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VrayLight settings.


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VrayLight settings.


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VrayLight lister.


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Camera settings - wide FOV (84) and neutral white balance.

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Floor is an extruded plane, it is barely visible in the camera so there was no need to make boards with floor generator.

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Floor box close-up.

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Floor material - boards are faked by bmp map, reflections are varied by bitmaps.

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Floor diffuse map settings.

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Floor texture has a tiling pattern, but it is only visible in viewport, not in camera.

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The left wall - simple box with square pattern material.

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Wall material.

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Other walls and ceiling mesh.

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Walls material.

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Blackboard wall gives a comfy look of a flat that is inhabited by a loving family with children.

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Blackboard wall material.

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Blackboard wall material - diffuse map settings.

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The section in the ceiling - mesh with UVW box mapping.


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Material of ceiling section.

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Hanging lamp in industrial style.


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Lampshade material.


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Lamshade has to get "old and thick look" so Kamil used some noisy / dirty maps.

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Fridge doors.

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Fridge doors material.

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Faucet - simple mesh with turbosmooth and box UVW mapping.

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Kitchen faucet without turbosmooth.

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Faucet material.

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Render settings.

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Raw render without post-production.

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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.

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Final render after post-production. Thanks for reading! :)

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Making of white kitchen - Tip of the Week