FREE TUTORIAL 3DS MAX PHOTOSHOP ZBRUSH BLENDER CINEMA 4D MAYA MODO AFTER EFFECTS UNREAL ENGINE CORONA

Making of windy room - Tip of the Week

Download files Here

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.
Click on image to enlarge nr_AI36_009_PP_893.jpg
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 nr_009_wire_895.jpg
Wireframe view.

Click on image to enlarge nr_AI36S09_0044_1_887.jpg
3ds Max viewport. View from camera.

Click on image to enlarge nr_AI36S09_0043_2_886.jpg
Outside view. Marcin didn't use any Vray Sun or Target Direct light. He lit interior by placing Vray plane lights in all windows.

Click on image to enlarge nr_AI36S09_0042_3_885.jpg
Building interior with 3 rooms.

Click on image to enlarge nr_AI36S09_0041_4_884.jpg
Top view of a building, you can see also all (11) lights in the scene.

Click on image to enlarge nr_AI36S09_0040_5_883.jpg
Vray Lights placed in windows have similar settings.


Click on image to enlarge nr_AI36S09_0039_6_882.jpg
Vray light lister.

Click on image to enlarge nr_AI36S09_0038_7_881.jpg
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.


Click on image to enlarge nr_AI36S09_0037_8_880.jpg
Building interior - isometric view.

Click on image to enlarge nr_AI36S09_0036_9_879.jpg
Floor pattern. Modeled by hand.


Click on image to enlarge nr_AI36S09_0035_10_878.jpg
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.

Click on image to enlarge nr_AI36S09_0034_11_877.jpg
Floor material - base material settings.

Click on image to enlarge nr_AI36S09_0033_12_876.jpg
Floor material - coat material settings.

Click on image to enlarge nr_AI36S09_0032_13_875.jpg
Floor material, Vray Dirt settings.

Click on image to enlarge nr_AI36S09_0031_14_874.jpg
The wall that stands in front of the camera.

Click on image to enlarge nr_AI36S09_0030_15_873.jpg
White wall with uneven surface is achieved with a map in bump and reflection glossiness slots.

Click on image to enlarge nr_AI36S09_0029_16_872.jpg
Wall material - map settings.

Click on image to enlarge nr_AI36S09_0028_17_871.jpg
Wall material - VrayDirt settings.

Click on image to enlarge nr_AI36S09_0027_18_870.jpg
One of many flying sheets of paper - simple bended plane.

Click on image to enlarge nr_AI36S09_0026_19_869.jpg
Flying sheet of paper - mesh.

Click on image to enlarge nr_AI36S09_0025_20_868.jpg
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.

Click on image to enlarge nr_AI36S09_0024_21_867.jpg
The clock model.


Click on image to enlarge nr_AI36S09_0023_22_866.jpg
Clock frame material.

Click on image to enlarge nr_AI36S09_0022_23_865.jpg
Clock face material.

Click on image to enlarge nr_AI36S09_0021_24_864.jpg
One of the cases standing by the wall.

Click on image to enlarge nr_AI36S09_0020_25_863.jpg
Back of a case.

Click on image to enlarge nr_AI36S09_0019_26_862.jpg
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.

Click on image to enlarge nr_AI36S09_0018_27_861.jpg
Case sides material - made of two Vray materials that have different glossiness. Overal glossiness is controlled by falloff map.

Click on image to enlarge nr_AI36S09_0017_28_860.jpg
Black sides case material, continued.

Click on image to enlarge nr_AI36S09_0016_29_859.jpg
Black sides case material, continued.

Click on image to enlarge nr_AI36S09_0015_30_858.jpg
Black sides case material, continued.

Click on image to enlarge nr_AI36S09_0014_31_857.jpg
Case material - back facet.

Click on image to enlarge nr_AI36S09_0013_32_856.jpg
Case material - back facet.

Click on image to enlarge nr_AI36S09_0012_33_855.jpg
Case material - back facet.

Click on image to enlarge nr_AI36S09_0011_34_892.jpg
Case material - back facet.

Click on image to enlarge nr_AI36S09_0010_35_891.jpg
Curtain.

Click on image to enlarge nr_AI36S09_0009_36_890.jpg
Curtain material.

Click on image to enlarge nr_AI36S09_0008_37_889.jpg
Curtain material.


Click on image to enlarge nr_AI36S09_0007_38_888.jpg
Curtain material - fallof map settings.

Click on image to enlarge nr_render_settings_897.jpg
Render settings.


Click on image to enlarge nr_AI36_009_raw_894.jpg
Raw render without post-production.

Click on image to enlarge ps_stack_4.jpg
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.

Click on image to enlarge nr_AI36_009_PP_893.jpg
Final image after post-production. Thanks for reading! :)

Download files Here


@



Making of windy room - Tip of the Week