This scene comes from Archinteriors vol. 36.
This interior scene was made in 3ds Max and V-Ray by Marcin Białecki from Evermotion. It is scene 9 from Archinteriors vol. 36. You can purchase this single scene or entire Archinteriors vol. 36 collection in Evermotion Shop.
Final image after post-production. There are three planes of the scene, including blurred desk close to the camera. We wanted to achieve movement in this scene, we made it with flying paper sheets and curtains moved by the "wind".
Click on image to enlarge
Wireframe view.
3ds Max viewport. View from camera.
Outside view. Marcin didn't use any Vray Sun or Target Direct light. He lit interior by placing Vray plane lights in all windows.
Building interior with 3 rooms.
Top view of a building, you can see also all (11) lights in the scene.
Vray Lights placed in windows have similar settings.
Vray light lister.
Camera settings. Marcin used very low f-number (1,6) to increase depth of field. To compensate big amount of light reaching camera lens, he set shutter speed to 6000.
Building interior - isometric view.
Floor pattern. Modeled by hand.
The floor is made of wooden boards painted white. Marcin used Vray Blend material. Base material is glossy white wood with fractal noise in reflection glossiness slot that imitates uneven paint thickness. Coat material is old, dark wood without paint. Both materials are blended with Vray Dirt map. result - boards are painted white but also worn off - there is less paint on the edges.
Floor material - base material settings.
Floor material - coat material settings.
Floor material, Vray Dirt settings.
The wall that stands in front of the camera.
White wall with uneven surface is achieved with a map in bump and reflection glossiness slots.
Wall material - map settings.
Wall material - VrayDirt settings.
One of many flying sheets of paper - simple bended plane.
Flying sheet of paper - mesh.
Flying sheet of paper material. Most of sheets are blurred by Depth of field, so there was not necesarry to use translucency - it would not add much to the scene.
The clock model.
Clock frame material.
Clock face material.
One of the cases standing by the wall.
Back of a case.
Case material. There are two materials total - one (black, glossy) for sides, top and bottom of a case and one (old rough wood) for back facet of a case.
Case sides material - made of two Vray materials that have different glossiness. Overal glossiness is controlled by falloff map.
Black sides case material, continued.
Black sides case material, continued.
Black sides case material, continued.
Case material - back facet.
Case material - back facet.
Case material - back facet.
Case material - back facet.
Curtain.
Curtain material.
Curtain material.
Curtain material - fallof map settings.
Render settings.
Raw render without post-production.
Photoshop stack. On the second layer Marcin used highpass filter to sharpen the image. Then he added +25 saturation for the room in the back. the next layer is decreased saturation for everything else and increased lightness. Color balance layer make image less green. Layer above it is overlay (opacity 50%) layer that increases lightness of the scene. The next three layers add more contrast to image and small (10%) amount of yellow tint.
Final image after post-production. Thanks for reading! :)
@
Tagged @ 3ds MAX
Tagged @ rendering