April 30, 2014

Making Of ' Bedroom White & Wood'

by: Ramon Zancanaro


Hello everybody! It’s a great honor to write this Making Of. I would like to say thank you to everyone that has supported me in making this image. I’d also like to thank 3DTotal for giving me the opportunity to show you a little bit more about this work. I believe that when I show all my settings and the way I work, I’m not only helping other people but I’m helping myself too.
This Making Of is mainly going to focus on my lighting, rendering and textures and I hope you enjoy it. I’m available to answer any question by email at: ramon_sunset@hotmail.com
Fig.01 – 03 show my views. You can see the position of the lights and also the whole wireframe.




Fig.01


Fig.02



Gothic_Church


Fig.03


The top view shows the direct light position (Sun). To simulate the sun I used a V-Ray sun. For the environment I put in a V-Ray sky, with a Sun node on to a V-Ray Sun. The settings are showed in Fig.04.


Fig.04


I used a V-Ray camera for all views. The basic settings can be seen in Fig.05 and some parameters were changed from one camera to other to fix the DOF.


Fig.05


The render settings I used are simple. I selected the hybrid method using Brutal force (as primary bounce) and Light Cache (as secondary bounce). I put a lower light cache in to provide a bit more contrast and reduced the blend color on floor.
This scene has a Gamma setting 2.2, but I changed the exposure control. I also used Reinhard color mapping to make a linear method, where the colors are better.
I don’t like to use Ambient Occlusion, because it’s a technique that changes the illumination too much. But using Ambient Occlusion with GI produces a good result and I recommend giving it a try.
The AA filter I used was Area with a high value to lose some definition. I used a high value because it’s a big resolution (Fig.06).


Fig.06
The floor was modeled using a plane. I used six vertical faces on this plane. I created an object for each face, so I could reorganize all the faces as I wanted. To create the lines in each piece of wood, I used the V-Ray edge texture in the bump channel. The material and model are simple, as you can see (Fig.07 – 09).


Fig.07


Fig.08



Lighting_la_Ruelle_VRay


Fig.09


The wood texture was simple too, I just used glossy and reflect (Fig.10).


Fig.10


For this part I used the Glass Physical preset (mr Arch Design). In Fig.11 you can see all of the settings.


Fig.11


For the throw on the bed I used Reactor Cloth and then subdivided with turbosmooth so that the fur wasn’t too heavy (Fig.12 – 13).


Fig.12


Fig.13
For the bed sheets I used a Displace painted by hand. The whole map was made in Max using unwrap (pelt)
(Fig.14 – 15).


Fig.14


Fig.15


This is a simple Displace too (Fig.16).


Fig.16


The book borders were textured with some books pictures. This technique helps to quickly create a lot of books(Fig.17).


Fig.17



Richard_Tilburys_Mountain_Stronghold


For the chair throw I used ZBrush. I used a plane for the cloth and I modeled in lowpoly (Fig.18).


Fig.18


This glass ball was created from a big sphere, with small ones inside using the Noise modifier to make them different. They are all just one object so I inverted the normal from small spheres (Fig.19).


Fig.19


And here’s the final image (Fig.20)!



2 comments:

Unknown said...

That's wonderful project!!
How long it took to complete the project?

Knife said...

wooooooooooooow

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