The material settings can be seen in Fig.04 – 05. I made a Fresnel reflection with a value of 3 and a glossiness of .85. The prepared reflection map had a value of 50% and a reflection color of a light grey. I set the bump map to -30 to get a rough look.
The leather material for the sofa was also made from one of 3DTotal's high detailed maps – "Fabric_05x04” from Total Textures V06:R2 – Clean Textures
. Here I also added an extra glossy map to give the bump effect a better result and some more contrast to both the bump and reflection maps (Fig.06).
The material is set to a reflection amount of .68 to get really soft reflections in some areas (Fig.07).
Here I had a Fresnel reflection with the value of 6, a reflection map of about 20%, the Reflection Glossiness map of about 10% and a bump map of 30% (Fig.08).
For the sofa I added a box UVW map and adjusted the value to get a small and detailed structure. For the walls of the room I used "Stone19” from Total Textures V02:R2 – Aged & Stressed
. I used the diffuse, the bump and the specular/reflection maps (Fig.09).
Here I made a reflection color of a darker grey, with a Reflection Glossiness value of .73 (Fig.10).
The specular/reflection maps I used in the reflection, HGlossiness and in RGlossiness slot with values between 10% and 25% (Fig.11). For the bump I used a smaller value of 15%.
There are also some glass and sliver/chrome materials in the scene, but here I used standard materials, nothing special. I used them for the lamps, and for the window glass.
The lighting setup is very simple but nice. As mentioned earlier, I just used a standard VRay sky map for the light and reflections. No sun was used and I left the skymap at the normal settings. I also adjusted the light with the physical camera (see Fig.02).
After a little adjustment of the UVW mappings, I started the set up the render settings. I used an adaptive subdivision of min 0 and max 2, a VrayLanczos AA filter and a linear workflow (Fig.12).
The GI and sampling settings you can see in Fig.13 – 14.