Professional Documents
Culture Documents
Modelling:
Well modelling didn't take so long time as most of the things on the scene are very basic models of walls.
The most complicated mode l is the ground. I used Particle Flow to create the pebbles and falling leafs. It took around one day for the ground as I studied and learned Particle
Flow and made tests.
Tree Models: Made with OnyxTree
Materials:
I used Unwrapping Technique to create the textures because that way I have more control and I can paint what I want and I can modify the textures for different seasons.
(when it is raining I can make it wet and leakage etc)
I used different lighting techniques. I can explain all these in the tutorial.
here is the water material settings for you:
Renders took around 1.5 - 2 hour each. Render time changes in every setup but I used same render settings.
Commercial visualization
Idea and realisation + furniture choose example
Here is one project of reconstruction of old Istrian house and second project is a V House reworked...
Max 2008, vray, ps
Glow is mix between glow layers (dodge or linear add) and Knoll Light...
sun value: default, except for shadows size set to 2 for better soft shadows
sky value: no sky, hdri's
------------GI BF value: 20-25 subdivisions
GI LC value: 2000 - 3000, 1 cm, pre filter 80, glossy enabled, filter nearest - 10
-------------Color Mapping: Reinhard
Mult: 1
Dark & Bright mulitplier: burn 0.45
Gamma: 2 or 2.2
-----------------------focal: 24-32 mm
physic cam: f-number 8
ISO: 100
Shutter Speed: 200
----------------------DMC Sampler noise thr. 0.003-0.005, adapt. amount 0,85
Original render size is 2000x1333 px, 2-6 h for render time on dual xeon x5365 24 gb ram
Work done with formz, cinema 4d, and vray. Some post work done with photoshop.
I'm very interested in receiving good advices in order to improve final images.
Thanks!
I use vray physical sun and sky plus some area light for the spot and the neon on the ceiling.
For the gi I use im+lc.
For Gladiator: I'm sorry but I cannot share the maps, but you can find very similar one on CGtexture... the shader has a falloff in reflection and some glossy effect, nothing
special...
Can someone advice me some good photoshop plugins for dof and cromatic aberrations (I'm on mac)
sketchup + vray + photoshop
the plants I used were taken from evermotion and xfrog. Grass and the flowers were done with hair module of cinema 4d
I used Ivy grower plugin for C4D of Kuroyume.
It is a great plugin and I advice it to all C4D users
This Mother's Day i dedicate this artwork to my Mother Mrs.Vaishali B. Rane (1954-2003) and my love towards Architecture,
Modelled in 3DsMax, rendered in Vray and post work in Photoshop
Special Thanks to my Assistant Mr. Machindra for assisting me in texturing process
My new personal work.
The image ref form the Book "Paris Style" Icon (Taschen).
Try to improve the skills with rendering and lighting deal.
3 piece with different filters, hope you like them.
You asked me for some information about process, so i prepared this picture:
For light up the scene I used VraySun + VrayLight(dome)with sky texture for gi :P
and that's it.
Here is my last personal work: Mies van der Rohe - Farnswort House
I started this reproduction to challenge my limits and my preconceptions, I spent several time studyng botany and techniques to represent it, light and composition.
I'm really happy to see it finished.
Rendered in maya using Mental Ray and color correction in PS. All plants and vegetation are poly Paint Effects.
Alessandro Prodan
Yes, all are 3d plants made with paint effect and poly count is 900,000,000 triangles
I render all images in one pass, mr sky&sun and final gather multibounce, AO + color bleed, esposure control with mr.exposure.photographic and linear workflow (gamma
2.2), all plants and grass are paint effect poly converted.
My normal computer is a Q9550 and only 4GB, in order to work efficiently in viewport I had to use mr-proxy obligatory. Istancing and BSP2 are very important too and
renders took 2 - 3 hours.
I started this work the first time about 2 years ago, has suffered numerous delays and reworking, testing techniques and experiments in botany... in this way:
photo and referenced materials were been foundamental for a reproduction like this: the arrangement of plants, type, color and structures... all are foto referenced, it wasn't
difficult to find photo references: google, flikr... so there is software suitable for the pourpose such as PicLens that halped me a lot.
Some tech info from your: all plants are texture mapped mia.material within, I used box filter to lower rendertime on my optimisation processing. DOF the first image is a zpass post process in PS, the eighteenth is a mia.Bokeh len...the chromatic aberration is a manual PS RGB Offset.
I am
aware there are imperfections, and I glad you someone makes me the note.
I did a post production work, such as chromatic aberration, glows, DOF, color correction and color balancing, levels, selective color ecc..
I hope soon to do a tutorial
in the meantime I show you render settings:
For along time i had the vision of the Ecological lodging houses and how its pretty intimate to the environment and had a lot of benefits to the human beings in its sustainable
strategy.
-so i decided to make my own design vision of this house with its ecological environment showing how is this procedure is perfectly integrated with the environmental nature
-Kindly find below my design vision and visualization through a series of shots
-3dmax 9,vray,ps
-All Trees and bushes are onyx treestorm
-Depth of field by vraycam
So i hope that what i am presenting can meet the satisfaction of everybody vision
the shots having the depth of field was done by vraycam so maybe it comes a little bit noisy maybe i should switch to the ps depth of field plugins its easier and dont take
much time like rendering it also i will post some wires and settings as soon as i will go to my PC
the tree storm needs a little bit working on both the modelling of the tree(i mean adjusting the density and sizes of everyth ing) also i am still a beginer so i am not too much
aware of everything but the most important part after exporting the model of the tree and get it inside max is paying much attention to the mapping you are applying from the
diffuse till the opacity map which gives the shape of the leaf also i am still didnt got what much i desired but i am trying you had to play with mappings
also about the lighting its vraydome with vraysun,vraysky combined with vraycolour
nightshots hdri from dosch and vray lights with ies photometrics
the vraycolour gives good whitish boosted reflections on everything so you can put it on the reflections slot or the environment or both also the difference between vraycolour
and normal max colour is that you can adjust its multiplier and this helps alot if you are using the vraycam
3d max , Photoshop, Vray.. C&C welcome....
cgtextures.com
vyonyx.com
and of course google.com hehehe
it was rendered with LC not brute force! i render no passes! only one render what i have just posted there! thats it! the dirt layer is created in photoshop by manually squeezing
the textures onto the walls and setting the layer on OVERLAY.
really easy my friend!
1: u open the render in ps
2: u open the texture bitmap in ps
3: copy paste the texture in the render
4: get the opacity down to like 50 so u see whats going on under the texture
5: hit ctrl T
6: by holding down the ctrl key adjust the texture onto the wall!
7: hit enter and with and swiths to OVERLAY
8: with the eraser tool clear the areas u wanna clear
pretty easy
concrete material? arroways textures indeed (someone asked this earlier....)
hmmm as u can see on the original render its reaaaaaaaaly the ps part thats making the concrete look that nice! but i will show here the screenshot of the viewport to show u
the exact settings of materials i promise!!!
DOF is by ALIENSKIN BOKEH. a photoshop plugin. not made by zdepth cuz the geometry of the room is so easy i didnt need that!
rendersize??? mmm not sure! i usually render in 2000 width (or hight).
dirt textures? they are in the highest resolution i could get from cgtextures.com. they are pretty high!!!
i promised to do a step by step walkthrou here as soon as possible and i didnt forget it! im just swithcing apartments right now so theres a lot to do....right now i gotta rush to
talk to the painters and check up on them but will post all the info here thats needed!
Hi there!Try to make something organic. Hope you like it )
hi evermotiners,
It's a 2008 render. design and 3d references from ''hcpiter, New style...'', and ''3Seventh, Osho International''.
i use vray, so simple way to lead all light into the space i use vray dome light. overbright? i m not good enuf to solve this, but color mapping or vray py camera can help u!
it take me lot time to study on real photo n some famous cg images in order to create this. fuzhigang , Radic, Redvextex tutorial help me lot in post work. especially study
color balance stuff.
it s not lwf. i have level, curve adjustment, so i didnt use lwf. btw i didnt koe how to set lwf at that time. now i found lwf =great!
it is simple with a dome light envirament light. and some vray plan light as cove light. vray sfera light as light bulb of pendant lamp. irr+ light ch. i will try post some print
screen once i free.
Here some litle update. some color tune, i found it was very cyan when i view it another computer!! going to find some solution for the color problem besides getting a Mac.
special creadit to MinTos for her guide along the progress, she is a great artist!! :mrgreen:
here is my final version, enjoy! i will post some print screen once it ready!
here some print screen for light position and simple setting
Note: the Sibenik Cathedral model is created by Marko Dabrovic (http://www.rna.hr) and is one of the models for the CGTechniques Radiosity competition.
As visible in the above images, the Linear mapping method clamps bright colors to white, causing bright parts of the image to appear "burnt out". Both the Exponential and
HSV exponential modes avoid this problem. While the Exponential mode tends to wash out the colors and desaturate them, the HSV exponential mode preserves the color hue
and saturation.
The whole project was completed in a few weeks time, two or three weeks, I don't remember.
So, the render settings are nothing special: Irradiance map and Brute force, VRay Sun & Sky. The post-processing work was done in Photoshop and Fusion.
The trees are a little changed version of an archmodel collection, but the changes are only in the texture, not in the geometry.
About the render I havent got much to say. I use the default settings the way they are recommended by the makers of VRay. But now you cant find those settings nowhere
because VRay is constantly changing so the recommended settings are also changing. But I can recall them to you and I promise to explain it more thoroughly in a few days.
Im very busy at the moment and I cant do it right now. But I assure you that it is not the rendering settings that make the picture, but more testing and examining the
references.
About the camera settings and color mapping a lot can be said, but again in a few days. Also Ill show you the big secrets of the tree, which are really not that big.
and before/after Photoshop and Fusion.
All the frames are 1440*960 pix, render time is about 1h40 in a core 2 quad with 6 GO RAM.
VRaysun+VRaysky+VRaycam, the ligthning is very simple.
zulliban is one of my master here!... The start of this work was inspired by him.
Yes, the architecture is the same as Zuliban, it's 100% inspired but mtl are differents and lightning too...
Hi!! This is my latest free time exterior!! The design is from Rafael de la-Hoz and i find it in a book but its not exactly the same..i wish i have more time to spend in this
house. 3dmax + vray +ps. C&c are welcome!! Many thanks to 3dv (www.3dv.gr) community for the help!!!
The grass is 2d vraydisplacemend 6000 resolution. i will post later more renders.
i create a hill with trees and i just move the camera in this height and between this trees
Evermotion trees
Hello!
Here are a couple of renders we made at the studio for research and development, we took the references from pictures for the modelling and we added some details to the
scenes to test different things, they are made in 3dmax, vray and color corrected in fusion and photoshop- I am still "training" my eye to catch natural light colors in color
correction, is quite difficult but fun heheheit would be great if you have any suggestions to try to make this images more photorealistic-and I hope you like them =)
I am really happy that you like our images, the chromatic aberration is for me still an issue, I like the results but the render style is a little too popular nowadays, but I guess
that when rendering there is a lot of freedom to make a style (photorealism is one thing, but what-kind-of is another, like a photographer looking for different ways of develop
an image)
so yes, this images are experiments and maybe I should for the next renders just skip the chromatic thing, it depends if it looks good or notanyways, thank you all for your comments, and yes, I know the images are small, since this is not client work I rendered them quite small, next time I will post bigger renders
=)
This is one of our latest projects.
It was confidential for few months, but now it is officialy known that this project won the 1st prize.
We are proud the be a part of the winning team of TILEV Architects.
3DSmax9x64, Vray 1.5sp2, PhotoShop
By the way 95% of the scene is custom modeled. All the chairs are strictly in a row, because we want to show order and respec t
About the DOF ... hmm .. strange. I thought that it is very fashionable this days
This are not all the images. We have more with no DOF. Probably I have to upload them too.
Here is my latest piece , done by 3ds max 2008 , Vray 1.5 and Photoshop CS4 for texturing and post production
I hope you like it
it was useful in color correction , DOF method was a new one for me , and in general all the techniques are new to me .
hi everybody, long time no posting ,have been very busy working and kinda lost into paper forms visa stuff and a bit of videogames(damn world of warcraft).
i hope ill be able to post more often.
the following stuff are things i have been doing in my free time most of them just for fun.
the interiors as usual vray and max, for the characters zbrush/max - vray.
hope you like them.
hi guys just want to say thank you to you all for the warm comments.
Bertrandb - i rendered these at this resolution shown since i had in mind only to show them not print or other stuff, the displacement need to have a very good resolution so it
doesn't look spiky and a 2d displacement is better with a good res texture.
pressenter - i mostly use only one light always unless theres an artificial light turned onlike lamps.
Inxa- hey inxa thanks buddy, i need to say the 2nd corner initaly was for a job, then i tuned it up a bit for fun, it was a display for some of those pieces.
Biser - the material is a vray 2sided mat nothing special or hard to archieve it has a sheet texture for both sides and dark gray in transparency slot.
scattered - i use mitchell netravali it looks smooth and sharp at the same time
jeyd- the dof is post production in PS, i render out the vray zdepth istill dont like the vray bokeh plus is much faster to do it outside of max
astuoni- the glow glare is done in photoshop is just a layer i add later to the render
dawidisback- lol yeah it was released today :P
Sorry friends, I did not have been able to respond sooner. Sorry if my English is not understood very well, I am using a translator.
1. My site is outdated, in fact I must now update with these and other images.
My Web: www.novoestudio.com
2. It has aroused great interest of the caustic pool. Very easy . Only you've got to bear in mind that the gresite has two ma pped (channel 1 for the gresite and channel 2 for the
caustic). The maps that I use have no mystery, you get the same with similar maps. I leave with you the process of improving it in PS.
Regarding other issues of post you say that you educate your eye after so many years and gradually you have to make things better. I use Levels, Curves, Glows, vieting and
chromatic aberration from time to time, just DOF unless you want some detail.
A visualization of the 'Four Cubes' business centre by Visualmind studio (www.visualmind.lt). The image above illustrates the winter garden connecting the office areas.
Follow the links bellow for night exterior view and terrace view. Any comments and critiques are always welcome!
the volume light effect was generated in post production, using the frischluft plugins for PS.
I used Vray sun and Vray sky and play a lot with em, I tried to simulate 19:00 AM and background is also set to this time.....for more realistic view I made some post work
with PS......
I thought to use HDRI, but in the end I made circle of trees that reflection of them in each glass to be realistic, like HDRI, but I missed to put the same background in
environment reflection slot in render setup panel, so..., but my default Vray sky was very similar color tone like the background in post, so It isn't big mistake....
a lot of you asking me about daylight...daylight is nothing special just make your way easier to use Vray Sun for example( you can atach any kind of light) and fix it for the
time of the day you want ....for example if you use direct light, but you want to have Vray sky u can use em together and manipulate the sky...hope this attachement will help
you understand more, cause I'm not so good in explanation....
I rendered this with gamma 1.0, and increased gamma in PS and color correction too in PS . Image from max saved ".png " format with alfa , cause background-Vray sky was
too dark and after that changed it , also for post work I used Adobe Lightroom - made my custom preset and this is the final result .....
My last work, I made it for fun. The scenes was modeled and texturized in 3dsmax and rendered in Vray. The post was made in photoshop.
I've been building myself an archive of lighting systems for future interior viz work, starting with the FLOS line. Here I've tried to stage the models in an advertising kind of
way and keep some consistency between the shots.
Keen to hear your comments on this.
i use plants from evermotion model collection, this all is done in 3ds max 9 and vray 1.5 for rendering
using lightcahe n irmap method. lso use cook variable for anti aliasing
My techniqe is very easy- I use just light from windows (no sun&Sky) Direct light as sun but with vray camera becouse is easyers setup cololr and light in scene, affter use
Photoshop and simple change levels and I add more contrast becouse if I blend yellow and blue collors vray render is without contrast. Floor is from arroway textures, this is
very good pack with maps in amazing quality.
Material of courtans is standart white 2side vray mat, nothing special
About software Vray was used as render engine and about settings nothing so special:
IRRAD MAP + LC
color mapping: Reinhard
VraySKY+VRAYSun for lights
For postwork i did some contrast (maybe a little too much) and colors correction.
About leather only bump a little lower value for it maybe would was better.
could u share somethin about floor material.. oh my gosh.. that crack.. specular, bumpy..
diffuse and reflect map are same?thx for sharing.. u did a great job!!
trees are all onyx..no post production of the foliage was made, all are 3d except for the sky which i have to customize .
thanks so much for the replies guys....for the reflection on the first image the leaves are really there and the right part of it are the branches which is only visible to
reflection..when you take a closer look at the glass..just at the left most part of it you will see the leaves reflection..all 3d..i used max, vray ,AE and lr1.3
here are some wire:
i did not use any opacity maps or alpha...its all 3d..with a green grad tint on leaf diffuse mat and some relfection glossine ss of about .85-0.9
I've a lot of fun while modeling Zanaboni Contemporary sofa. It's definitelly my favouritest. Just wonder who is Yours favourite furniture designer, manufacturer?
to all: I've promised that I'll answer Yours questions this weekend. First of all please remember that sometimes I make mistaces and my solutions not always are the best.
But they work fine with me.
3dMax2008, VrayRC3, Photoschop
to: hicham-spiderman;
About colours: My renderings arent looking so nice after rendering only. there is a lot of color correction and other postproduction.
It depend of You what You would like to have at Your picture. Its recomended to find reference photo that fit to the story of Your picture.
And then try to do the same lights and shadows and colours.
I used to correct highlights and shadows to cold and midtones warm. It usually works. But it schouldn't be so generally,
everything depend of Your story.
ndeed lamp material it is VRay DoubleSided material. Sphere no shadowcating with VRay sphere light inside.
http://events.cgsociety.org/NVArt/01/winners.php
3- Pointing Hand:
My weapons are:
3Ds MAX,VRay,Photoshop and ZBrush
Regards
Thank you Trajan and symkin
I'm glad that you like it.
@Trajan:
Nothing special about my render settings except the secondary bounce is photon mapping:
This little scene made in max 9 and rendered with v-ray. polycount is about 730k becouse of the derbish on the ground. post made in PS as usual . comment are wellcome!
Thanks for the replies! heres a wire what you were asking for.
render settings are very basic: irradiance map medium, light cache 500 sample. both were computed is small (~ 500 pix high ) than reused in the final render. a small DoF and
color corection was added in PS.
Hello All
I have been recently working at producing some promotional images for my viz company. This here is an attempt to replicate an existing photograph of the Tubac House by
American architect Rick Joy. By doing this, i hoped to learn a great deal about the physics of lighting from replicating the conditions from a existing photograph. The scene
was modeled using microstation and 3ds max 8, and rendered with vray. I hope that you all like, and any comments or critiques are more than welcome.
Thanks again for all the kind words guys. Below is the link to the original image for those who missed it;
http://www.pointilism.com.au/Original_Photo.jpg
With the lighting, i used what could be considered a low quality rig, as i was also trying to ensure a speedy result. This re nder only took 15 mins for a 1200 pixel wide image.
I used a vray target direction as my sun, set to match the angle as seen in the photo. You can see the settings and angle for this light in the image below;
I also used a highlight vray plane light at the entry to the main wing, just to give highlight lighting to the internal details. You can see the settings for this light below;
The general global lighting settings, for those who are interested, are below;
i use this target light always as my sun, so i just refer to it as 'vray sun'. There is nothing particularly special about the water shader, just a soft noise. Is there a way to upload a
shader?
the reason i used a vray light to illuminate the interior was that i wanted a bright reflected spot near the bbq joinery unit as in the original photo, and i thought this would be
best achieved by getting a reflected bright white plane, not sure if it is the best solution, but its what i came up with at the time.
- most of the vegetation, particularly the ones with no leaves, came from one of the latest archexterior packs.
- no photoshop retouches, all render
This is vizualisation of courtyard on 28-31 Rzeznicza Str in Wroclaw. This beautiful building of historical interest is situated in the very center of Wroclaw, on Rzeznicza
Street. The main concept idea is to refurbish the existing building and adapt it to a new functional plan. The top floors will contain luxurious apartments, also mezzanine
apartments, with a living area of 62 to 180 square meters. The lower floors will be designed for commercial and office space.
Yes there is morning sky as HDRI sky and reflection override (Vray)
No sun, just pink direct light for highlight upper part of building
there is also Vray plane light over the whole courtyard to create nice ambient (pink)
and a lot of warm standard lights on groundfloor
- strong orange lights inside
- spotlights from inside to outside
- direct lights and omnics for wallwashers
- Vray planelights vor pool lights
He he... as you can imagine it took a lot of time to render. With AMD 3200@32bit - 42hours!!!
irradiance: -3,-3
lightcache: 300 (!), 0.005, prefilter 100
cmapping: expontinental 2.0, 2.0, 1.0, subpixel- checked
rqmc: 0.7, 0.05, 10 (better is: 0.7, 0.001, 20-30)
Adaptive sis, Catmull-Romi ,subdivs 1 ,2 - object outline checked
I was trying to catch a very short moment of time when there is not morning enought to light all area and sun is so low that we can see only small part of building is shinning.
alzaincom: " and you can see a the line between the two parts." - it's so called droped shadow... there is fourth part of the building behind camera. This is courtyard not street
view. I hope it explains something.
Thanks for Your attention
There is a new practice. I`m trying to compose photo of desert with 3d scene. Scene s done in 3ds Max and render with v-ray, little unsharpened in PS.
Tree is made with simple cylinder/ edit poly/ noise and mesh smooth.... after that on edit poly sub object I only extrude polygons... it is very simply and all tree is finished for
30 minuts...
here is a wire....
kjverine : here are some tips for the shader & the only light that in the scene - its very simple, dont forget that there is photoshop after the render
Impacreative: render time was about 30 min(intel core 2 quad + 2gb ram), i didnt found away to make good quality render by decrise render time , usually a good render
means long time
he trick for this caustis is using omni light with water map on projecture map
it's all geometry.. carpet is max's hair&fur modifier... i don't use PS.
Thank you for taking into account my work. I was looking designs of older homes to create my demo, this scene is made for video is why not much detail. Well it has nothing
on the other world, textures created in photoshop. A bright light and a blue environment with everything that render vray that many working better than me ... je je. The only
thing different is that you create a system of particles to the grass floor hardly help but note that everything is one more. The end is the only intervene with photoshop using
render a layer of gray scale in mixed by overlay to highlight the contrast, some flashes and ready. Once again thank you and excuse the bad English.
This image has been accepted in 3D World Exhibition Image for galery
Many thanks to Nick Aspell
The model was created in Autodesk 3dsmax. The textures were created in Adobe Photoshop, for rendering was used Vray engine and the final composition was made in
photoshop.
The model was made in one day. The tests for lighting and camera angles were made in 2 days. The edition and textures were completed in one day. Finally the rendering
session and composition took me one day.
For the grass between the stones I used a modified particle system in order to give a more realistic look to the vegetation.
Ive always found difficult iluminating outdoors scenes, mainly because I only
use one light. The other thing that I also find difficult is working the textures out. Its hard to accomplish an organic look without making the image too full of elements. Many
of these things were made just trying them. I try to analyze the light, the way it bounces in the objects and how the camera gets that information. (Im still trying to overcome
that challenge)
My new work. using Physics camera with one vraylight and one vraysun in this sense!!!!!
Office FL
flashlight is photometric with spotlight distribution, also there are several target points under the ceiling
This image was rendered without GI, only direct lighting of photometric target points.
Exponential
there is no GI
it just photometric lights without any ies files inside them
2nd. Using photometric light as a target point (just changing distribution type from isotropic to spotlight). Then in spotlight parameters adjust falloff as you need (for example
hotspot/beam 40, and falloff/field 100). Then dont forget to assign vray shadows and physical size to get area shadows and correct reflections (it can be 30x30x30mm).
Finally put your flashlight right behind the camera and displace it a bit relatively camera axis.
Here is photometric light in use:
Hi everyone,
This image was influenced by some travels in the world, used 3dsmax, vray and photoshop.
I dedicate for my wife.
Gi + Displacement
Here's a second work of a fresh and wet tasty orange ( i love orange lol ) with some juice and a half orange
Textures were very carefully made - each window has both its own reflections, and on the night image, they have self-iluminate.
The project is a photo and video contest for a better tomorrow, and can be seen in context at http|://www.projetoamanha.com.br (in portuguese).
Daylight
Night
Textures were very carefully made - each window has both its own reflections, and on the night image, they have self-iluminate.
The project is a photo and video contest for a better tomorrow, and can be seen in context at http|://www.projetoamanha.com.br (in portuguese).
Daylight
Night
Wireframe
3 Adjustments of the framing for bigger amplitude of building, study of direct light
The base mesh 'premodeling' that I show you in the wireframes are created in Maya, I think that I'm not good enough modeling in 3ds Max yet but I'm practicing...
I didn't use displacements, I import the hi-res mesh from zbrush and apply bump maps, I get better results.
This is my Digital Painting created completely in Adobe photoshop.I wanted to feel the presence of a Divine Beauty near me, a dream perhaps . So i decided to create it.The
idea had came from my inner urge,that is
before you.This is the voice of my soul.
When i was little guy, i usually went on my vacations to one small city called Itobi (So Paulo Brazil) with 8.000 habitants, in my aunts house.
After 9 years, i come back this one to enjoyed a weekend, and then i has a nice idea!
In the truth, i was thinking about my life, how fast the time passes, and how long the things changes, then i decided to make this work.
In my production i used 3D Studio Max, Vray, Photoshop for textures and after Fx for post-production! All models are done by me.
agree flahlight brings a flat effect in the scene , in this case I rarely used it.
this is one of the last works and with maxwellrenders
11hours, 11.50sl, 2000x1500, 4.3ml polygons.
thanks for yours C&C.
all the models have reflections even the walls and mud.
there are about 12millon poligons and all textures have displacement map.
i hope you like it
here are some additional things:
__________________
made all the plants whit xfrog all are self made
the render is vray i dont use maxwell anymore.
ill post tomrrow some wires
used vray qmc+ qmc so no settings at all to say
a direct light and the enviroment you see, no vray sun or vraysky
no hdr used
rendertime was like......5days per image lol
i didnt render in hi rez too much memory consumption was almost impossible to render. but i have only 1 of the double size of these wich is the daytime
i used qmc + qmc cuz i wanted good gl quality also this is exterior so qmc is faster and use much less memory.
the carpet i use the vrayfur! but the result is so good , so i modifily a little in ps
here is shoot screen about kitchen!
all lights is vraylight!
the color mapping in kitchen scene, i use reihard color mapping!
the multiplier is 1.0 ,burn value is 0.9 gamma is 1.8!