EVERMOTION ARCHINTERIOR VOL 27 PDF

Gamma settings. We use metric units system. Click on image to enlarge This is how the building looks from above all elements are hidden except of walls, windows, floor and ground plane. Click on image to enlarge The building from above with furniture, props, cameras and lights Click on image to enlarge There are many light sources in this scene. Click on image to enlarge Each mounted lamp consists of a 3d model and two light sources - vray light and target spot light settings on the right Click on image to enlarge Mounted lamp - vray light settings Click on image to enlarge Target directional light settings. The planes that you see on the right are buildings that are visible behind the window.

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Gamma settings. We use metric units system. Click on image to enlarge This is how the building looks from above all elements are hidden except of walls, windows, floor and ground plane. Click on image to enlarge The building from above with furniture, props, cameras and lights Click on image to enlarge There are many light sources in this scene.

Click on image to enlarge Each mounted lamp consists of a 3d model and two light sources - vray light and target spot light settings on the right Click on image to enlarge Mounted lamp - vray light settings Click on image to enlarge Target directional light settings.

The planes that you see on the right are buildings that are visible behind the window. Settings of the latter are on the right. Click on image to enlarge Carpet - Displace Modifier settings Click on image to enlarge Carpet material is rather simple Click on image to enlarge Material for curtains was made with falloff maps in Diffuse and Refract slots.

Click on image to enlarge Curtains material, diffuse falloff map settings Click on image to enlarge Curtains material, refract falloff map settings Click on image to enlarge Another interesting material is a golden looking wall behind the sink. Click on image to enlarge It is a VRay material with interesting bump. We used MixMap that blends a brushed metal bitmap with standard 3ds Max noise map. Click on image to enlarge Bump Map Mix settings Click on image to enlarge Fractal noise settings Click on image to enlarge Floor was made with a floor generator script for 3ds Max and then cut to fit the shape of a building Click on image to enlarge Floor material Click on image to enlarge Floor material.

We used Color Correction to darken diffuse map. Setting are on the right. Click on image to enlarge Wall material is a VrayBlendMaterial. Two, slightly different materials were blended with VrayDirt. Click on image to enlarge Render settings. Click on image to enlarge. Click on image to enlarge Raw render Click on image to enlarge Now it is a Photoshop time. At first, we adjusted curves just a bit.

Click on image to enlarge We added a layer with Vrayreflection element to emphasize reflections Click on image to enlarge Above we put a layer with VraySpecular element.

Thanks for reading! Please, leave your comment if you have any questions. Remember - you can browse and buy the scenes from Archinteriors vol.

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Archinteriors vol. 27

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EVERMOTION ARCHINTERIOR VOL 27 PDF

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