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Haciendo Interior Scene

Haciendo Interior Scene
First of all have to create help lines in Adobe Photoshop (using line tool) to set the perspective of the image. These lines should meet in one point. Open 3d Studio Max Now open Views -> Background view (shortcut ALT+B), it will allow You to select Viewport Background. Choose the reference file from hard disk and press ok. Now You have to change render output in rendering menu to match the resolution of reference file (in our case 1025 x 819 ). Now in your selected viewport rightclick in top-left corner and select show safe frame. Next let's create a simple box in scene. This box will be a modeling base for our room. Create Vray Physical Camera in the left corner of the box. Matching camera isn't easy task. Related:  making of top ten{E}vermotion - 3D models, textures, tutorials, architecture, 3D1

Uso de V-Ray Iluminación y Oclusión Ambiental para la Visualización Arquitectónica Interior | CG.CreativeFan When lighting a space remember that the goal is not to see everything, but to make it look attractive and inviting. In this tutorial you’ll learn some of the basic steps using V-Ray lighting and ambient occlusion passes in Mental Ray to achieve realistic and appealing lighting effects for interior architectural visualization. You’ll see how to create lights for interior lights, as well as how to address lighting from outside the scene. You’ll also see how to progressively enhance the lighting in a scene, as well as how to use ambient occlusion and also assemble all the passes in Photoshop. Let’s get started. Tools Used: 3D Studio MaxV-RayMental RayPhotoshop Final Image Preview: Before we get into lighting I want to go over the render setting I normally use when rendering in 3DS Max 2009 with V-ray 1.5 Environment Settings: Press 8 on your keyboard to bring up the “environment and effects” window. Test render settings: Press the F10 key to bring up the “render setup” window. Whatever you like

Making-of: Yellow bedroom Article written by Romi Volentino. Hit there, my name is Romi Volentino and I prepared a tutorial for You – Making of my Yellow bedroom. The first step I made were not 3D objects and the scene, but finding the right concept and the main theme. If you have a good idea in your basic concept, it will bring nice and easy way to your workflow. As you know, if you have a look on my tutorial of the Abandoned factory as well, you’ll see some info about my basic concept, sketch workflow ect. So if you are able to describe and follow every single step in your mind, it’s a good preparation for you. This is the workflow I used in my Abandoned factory (As I said, I’m using the same workflow in here). Today I start the scene with the knowledge from the real world, and the main theme is natural interior. Here are some main references I used for my work: The next step is finding an idea and proper image references. My main theme for this artwork is the nature (and it’s elements) combined with minimalism.

The Ultimate Collection of 3DS Max Tutorials Thinking of producing a cool 3D model or animation? It could be a simple task if you apply the right 3D animation rendering and modeling software and practice the right tutorial. Speaking of 3D software, 3DS Max is one of the comprehensive 3D modeling, rendering, and 3D animation software which used by most of the game developers, visual effects artists and design visualization specialists. There are countless ways that 3DS Max can be used and fortunately there is plenty of useful 3DS Max tutorials out there to enable artists and designers to more quickly ramp up for production. While you’re at it, you might want to read 100+ Maya 3D Tutorials For Beginners, Intermediate and Advanced Users. For Beginners Rain Fall AnimationIn this tutorial, we will make basic rain-fall animation against a matching background in 3dsmax. Flag Animation With ClothA simple tutorial to guide how to animate a flag. Animated GrassThis tutorial shows you the simple technique to create and animate grass.

Modeling and rendering tutorial Introduction Hi, Thanks for Evermotion team for this great site and Thank you to all who gave me feedback and encouragement. I will try to tell you my Making Of Story for my Bedroom Concept. I hope you find my tutorial useful. 1. Concept and Workflow I believe that making sketches is a vital step in designing architecture or objects ; as well as for designing the images. 2.Modelling Most of the models of basic poly-modelling as you see in the images. Modelling the Bedcover : I used Max Cloth Simulator for creating the bedcover and other cloths except the pillows. Go to Object properties and assign this object to behave as cloth during simulation. Now all you need to do is press "simulate" button and wait for the bedcover to fall.You don't even need to animate the cover because it will fall down automatically due to the gravity. 3. Before starting texturing work, I always try to make up a basic light setting to test my shaders and to see how my textures look. 4. 5. 6. 7. 8.

3dsmax: Vray Lightmap 1. Open start scene - you can download it from evermotion server: CLICK HERE 2. Notice that all materials used in this scene are Vray Shaders with collor set to: R215, G215, B215. 3. This is setup direct Light (Direct01). 4. 4a. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. B. Trazart - Vray Índice VRay es uno de los únicos motores de render que cuenta con 4 algoritmos distintos para el cálculo de la Iluminación Global (5 si sumamos el de iluminación directa), permite además usar 2 algoritmos diferentes uno para cada uno de los rebotes de luz (los primarios - primer rebote - y los secundarios - todos los demás), y a eso sumale los shaders, luces, cámaras, todos y cada uno de ellos con muchos parámetros de configuración muy delicados. Fue creado por dos búlgaros, Peter Mitev y Vladimir Koylazov (por este último es que lleva la V de VRay). Los motores de render Unbiased y Biased Existen dos tipos de motores de render: los llamados Unbiased y los Biased. Del inglés Biased se podría traducir como parcial, es decir que calculan parcialmente la información de la escena y luego mediante diferentes criterios estiman o interpolan el resto. Las ventajas son que tienen pocos parámetros para configurar, son más intuitivos y el resultado es muy realista. Mapeado de fotones - Photon map

3D Interior Render Postwork by Anninos Konstantinos, GH House Challenge – 3D Architectural Visualization Rendering Blog – Ronen Bekerman Following comments on Anninos’s GH House making-of article, he kindly made this short screencast of his interior 3d render post processing workflow in Photoshop. No audio on this one – but it is very easy to follow. <a href=" Our Poll</a> Making of realistic kitchen – 3ds max and vray | 2D 3D Tutorials Kitchen 1 is a part of bigger project consisting of 31 kitchen interiors of different styles. Modelling was done with 3d Studio Max 2009 and rendered with Vray 1.5SP5. In this tutorial we show You the process of making a classic kitchen, beggining with component modelling through applying textures and ending with lighting and Vray setup. Modelling. Interior. Begin with the floor which is nothing extraordinary and already at this point put on textures and map. Give MapScaler modifier to the drawn line and apply a material prepared earlier. Copy the lines which create the floor. With the line options (right panel) define the height and width of the walls. Convert the object to Editable Poly and using basic functions build the interior. Baseboards and profiles on the ceilling and walls are modelled using line tool with Snaps Toggle on. All other decorations are build based on the same script. Kitchen front. It’s the most important piece of the scene. Using line we draw the frame section.

Alex Roman: I love architecture Alex Roman, man behind some of the greatest architecture visualizations of all time tells us about his new book, explains why he hates modeling and what he finds the most important in making CG art. The big news is that on the The third and Seventh Book website we may preorder your new book - "The third and the seventh: from bits to the lens". Tell us more about it and its contents. What will we find inside? (Editor's note: a new shipping (cheaper) class of Alex Roman's book was added on 21st of October and 10% off sale extends to 1st of November.) People are going to find a strong emphasis on artistic principles as well as an important informations dedicated to CG techniques. Click on image to enlarge "The third and the seventh: from bits to the lens" - CG art, theoretical principles and very valuable practical procedures Although It is not a step-by-step tutorial book, I give many tips and tricks that I have learned working in real production environment. Good question. Sure.

Making of 3D render GH House "Norwegian lake shore" by Bertrand Benoit The last of the GH House Challenge making-of articles is here! Done by the Grand Prize Winner, Bertrand will describe the process of creating his ‘Norwegian lake shore’ theme for the GH House. You will find 2 additional mini tutorials in the how-to section and linked from within this article describing the use of the Floor Generator script and the rain drop creation process in more detail. I hope you’ll enjoy this article, learn from it and share your thoughts by commenting at the bottom of this article’s page. And stay tuned for news about Architectural Visualization Challenge II very soon. My first step when approaching the challenge was to think hard and as precisely as possible about the concept and to look for solid reference material I could always get back to throughout the creation process. One initial step was to go over the geometry and separate it into objects corresponding roughly with the materials I was going to use. here are images of some of those props… This is it!

Modelado y Representación de una escena interior con 3ds Max y Vray - Día 1 Since we're aiming to make a realistic interior scene, the scale of the objects is very important. To keep things accurate, go to Customize > Units Setup and select the Metric system, and then choose Centimeters from the drop-down. Throughout this tutorial I'll be giving you the values that I used in the scene, however don;t feel you have to match these exactly! Go into the Top View and create a rectangle ( Length:540 cm , Width:450 cm) . , go into sub-object mode ( click the small plus sign) and select all 4 splines. Tip: this is a very common technique when creating the 2d layout of the walls. Right click on the rectangle, and go to Convert to > Convert to Editable Poly. Create a box ( L:370 cm , W: 50 cm, H:225 cm ) and move it so that it intersects one of the walls, as seen in the pic below. Make another box as large as the room (I made mine a bit larger so that I'm sure it intersects the walls - L: 541 cm W:451 cm H:12 cm). Select the all of the wall polys. Tip: Experiment!

Caplutta Sogn Benedetg - Making Of Introduction The Saint Benedict Chapel, located in Sumvitg, Switzerlad, is the work of Pritzker Prize 2009 Laureate – Architect Peter Zumthor. I have a sane obsession for sacred buildings because I believe that this type of architecture is pure in meaning, concept and function. They are materially, the expression of what happens inside; are the thinking, the faith, the beliefs, sometimes a show of power of their creators. All this put together make a building. Modeling I will only cover the main elements most unique to this project, as the modeling is rather simple in general. I took these following drawings to help me start the modeling of the chapel… I started by creating some planes that I assigned the blueprints on. I also set the ambient color to a random grey and the diffuse and specular to 100% black (3). As you can see below, there´s a lot of difference. After the curved structure was done, I started with the first complex piece that this project has… The Floor. The Ceiling Grays

Design a Soda Can in 3D Studio Max Part 2: Preparing the Scene and Lighting Before starting with this part make sure you are using Mental Ray renderer. Step 51: Create a plane, bend it and apply TurboSmooth to it. We will use it the ground of the scene. Step 52: For lighting the scene I used two photometric Free Point lights. Step 53: I used same setting for both Free Point lights. Step 54: New we need use an HDR image for environment. Step 55: We need to change HDRI file a bit. Step 56: The last step of this part is controlling scene exposure.