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Making Interior Scene

Making 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

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.

V-ray quick photorealistic room This is a beginner-level tutorial on how to model and light a simple, photorealistic room with Vray. In this tutorial, we will take you step by step in the modelling, texturing, lighting and rendering processes required to create a photo-real room in Vray and 3dsmax. Well, let’s get started ! 1. You will need some texture files for this tutorial, download them here. 2. 4. 5. 6. Clicking the button labeled 1. created a new Map or Material. The material now converts to a Vray Material type, as shown in this screenshot : 7. Next you will be presented with the Bitmap options. 8. 9. Click the button highlighted above. The following will appear in theModify Panel : Notice that these are the parameters for the UVW Map modifier… These let you control how the modifier acts on your base object. Now the floor looks a little better according to its proportions of 5 x 4 meters.. Creating the Walls Well, that was easy enough! Let’s continue creating the walls for our scene. 1. 2. 3. 4. 5. 6. 7. 8. 1. 2. 3.

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.

VRay material sub-surface effects VRay material sub-surface effects Many people speak today of things like absorption, translucency, sub-surface scattering. The topic of this tutorial is to give you an idea what are these effects and how to simulate them with VRay. We will deal exclusively with the VRay material although a large part of these effects can be achieved with the VRay map as well. This is the scene that we will work with for the most part of the tutorial (click the image for a larger view). Click here to download the scene. All of the above effects are sub-surface effects - they deal with light passing through the surface of objects into their interior. Refraction The most simple sub-surface light effect is refraction. If we set the index of refraction (IOR) to 1.0 we will get a special case of refraction - transparency, which looks like this: A very important fact to notice about the above picture is that the shadow of the small sphere is not visible, although it falls on the teapot. Absorption (fog) Thickness 0.1

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. 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>

1-6 point perspective explained This forty-page PDF takes you from traditional Renaissance, one and two point perspective, all the way to six point perspective. Six point allows you to draw the total up, down, and all around scene. Grids can be copied to help students move through these different systems very quickly. One Point Perspective One point perspective takes one of the three sets of parallel lines of the cube and projects them to a point, a VANISHING POINT. Two Point Perspective Two point perspective uses two of these three sets of parallel lines of the cube. Three Point Perspective Three point perspective uses all three sets of parallel lines of the cube. Four Point Perspective The four point perspective system can be thought of in a couple of different ways. Five Point Perspective This system of perspective, using five points, creates a circle on a piece of paper or canvas. Six Point Perspective The sixth (South) point is missing from five point perspective drawings.

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 sense of VRay Settings Recently Ryan Lintott and I went to a VRay training seminar by the man himself Vladimir Koylazo (one of the makers of VRay) who went through a number of facets of VRay including a step by step way of breaking down your render settings into logical steps to get the best combination of quality and speed. I thought this was just too gooder process not to share so have decided to put together the following tutorial taking people through these steps he explained so VRay will hopefully become less complicated, and so you can better critique what is happening within your scenes. The real core of this is every scene is different and has different requirements in terms of detail resolution and Global Illumination. There are many settings posted on the web (I have done a few myself) outlining suitable settings for VRay, and much debate over which setting is best. So here are the steps: In order to break up your scene use the following approach: NOTES on WHOLE PROCESS So what are you looking for?

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!

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

111_cameraMatch Author Name: Andrei Kletskov (111) This is a script that creates camera according to perspective lines on your image. It is sort of a beta version and has no error handling yet, so be warned:). 1 - get an image for which you want a camera being created. 2 - run the script (it is ordinary maxscript). 3 - press first button in UI and select the image 4 - an image plane and helper curve will be created 5 - modify helper curve (subcurves) so that they follow perspective lines, the vanishing points with three pairs of subcurves 6 - press the second button in UI, the camera with correct FOV will be created and another one, aligned to the image. Acknowledgments go to sanctus ( who made a similar script for maya, thank him a lot for the main idea.

Rendering Competition - Winners announced We present you 12 best works, 3 finalists and 9 featured works. Thank you all again and wish you good luck. 1st Place - Mia Sani Prizes for Mia Sani: * Nvidia quadro FX 1700 * Vray advanced for 3dsmax * Randomcontrol Fryrender * Vray the complete guide book 2nd Place - Jan Drozdiak Prizes for Jan Drozdiak * Vray the complete guide book * 3Dconnexion SpaceNavigator 3rd Place - Istvan Vastag Prizes for Istvan Vastag: * Three Books o 2008 Beginner to Intermediate o 2009 Intermediate to Advanced o 2010 Advanced to Expert Sponsors 9 featured work