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1
Making Of 'Modern Interior'

By Daniel Radulescu
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| 5 Comments
| Comments 5
Date Added: 22nd April 2009
Software used:
3ds Max, Photoshop, V-Ray
153_tid_fig08.jpg

Introduction

Hello, my name is Daniel Radulescu. I was born in Romania, I'm 18 years old and I study visual arts at an art school in Brasov. I'm very interested in 2D concept art and especially in 3D graphics. I've been working in 3D Studio Max for over four years now and I can honestly say that picking up Max was the best thing that's ever happened to me! I'm now fascinated by any object, shadow, light, or reflection that surrounds me, and every time I see something interesting, I find myself thinking: Can I do that in 3D? Well, after many, many tests with lights, VRay and poly-modelling, I finally realised that yes, I can! For me, the world of computer graphics is somewhere I can finally release my imagination and turn my drawings into 3D, which is great – and, of course, a lot of fun!

Modelling

Everything in this image was modelled using the poly-modelling technique. I started from a plane or a cube, after which a chamfer was applied to all edges – and for some objects I also added meshsmooth with two or three iterations (Fig.01). I also used splines to make curved details on some objects. For the trees outside the window, I used OnyxTree (http://www.onyxtree.com).

153_tid_fig01.jpg
Fig. 01

Materials & Textures

All the materials used in this scene were created with VRayMtl (Fig.02 & Fig.03), using the following settings:
Wood – Diffuse: wood.jpeg / Reflect: R: 64, G: 64, B: 64 / Refl. glossiness: 0.71 with Subdivs: 20 / Fresnel reflections: [active] / Max depth: 5 / BRDF: Phong / bump slot 30.0: woodbump.jpeg

Chrome – Diffuse: black / Reflect: white / Refl. glossiness: 0.9 with  Subdivs: 8 / Refract: black / Glossiness: 1.0 with Subdivs: 10 / BRDF: Phong

Glass Brick – Diffuse: R: 248, G: 255, B: 243 / Reflect: R: 242, G: 242, B: 242 / Refl. glossiness: 0.49 with Subdivs 8 / Fresnel reflections: active / Refract: R: 241, G: 241, B: 241 / Glossiness: 1.0 with Subdivs: 25 / Affect shadows: [active] / Affect alpha: [active] / BRDF: Phong
                
Leather – Diffuse: black / Reflect: R: 111, G: 111, B: 111 / Refl. glossiness: 0.87 with Subdivs: 8 / Fresnel reflections: [active] / Refract: black / Glossiness: 1.0 with Subdivs: 20 / BRDF: ward / bump slot 35.0: leatherbump.jpeg

All textures used were from www.cgtextures.com and the 3DTotal Textures DVDs (www.3dtotal.com/textures).

153_tid_fig02.jpg
Fig. 02

153_tid_fig03.jpg
Fig. 03

I used basic settings for the glass and wine (Fig.04):
Glass – Diffuse: black / Reflect: white with Subdivs: 3 / Falloff – type Fresnel / Refract: white with Subdivs 30 / tick the Affect shadows & Affect alpha boxes

Wine – I used almost the same settings as for the glass, but I changed the colour to red and changed Glossiness from Refract to something like 0.99, to give it just a little blur (you could of course make bubbles in there, too, to simulate the gas – a sphere with Glass effect)

153_tid_fig04.jpg
Fig. 04

Lighting

I used six VRay lights (each with a different shade of blue, from R: 240, G: 245, B: 250 to R: 220, G: 250, B: 250), each with multiplier: 7.0. Invisible, Affect diffuse and Affect specular were enabled, as well as subdivision: 20. For the sunlight I used a Target Direct light, with VRay shadows, a 2.3 multiplier and a colour of R: 255, G: 247 and B: 223. I also enabled Smooth Surface shadows and Area shadows in the VRay Shadows parameters. Besides that, I used Near Attenuation and Far Attenuation for shadows. For the background, I used a plane with VRayLightMtl set to pure white with multiplier: 10.0. These settings gave me a more realistic light in the room, especially at the windows, as well as some great reflection on the objects inside the scene (Fig.05).

153_tid_fig05.jpg
Fig. 05


The VRay settings I used were pretty basic (Fig.06 & Fig.07):
VRay Global Switches – default lights were disabled

VRay Image Sampler – I used Adaptive subdivision and Catmull-Rom

GI engine – I used Irradiance map and Quasi-Monte Carlo

VRay Irradiance Map – Set up as: Low / HSph. subdivs: 50 / Sample lookup: Overlapping (very good/fast) / Show calc. phase: [active]

VRay Colour Mapping – Exponential type / Dark multiplier: 1.1 / Clamp output: [active]

VRay System – X: 32

153_tid_fig06.jpg
Fig. 06

153_tid_fig07.jpg
Fig. 07

I hope that this article will be of use to you, and may offer you some useful information. My advice to anyone working with VRay is to make many tests with different types of lights and different settings – as many as possible. In my opinion, this is the best way to learn how to use and play with VRay.
I hope this was helpful for you; if you have any questions about my work (Fig.08), please feel free to e-mail me!

153_tid_fig08.jpg
 
1
Readers Comments (Newest on Top)
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(ID: 141312, pid: 0) Daya on Thu, 16 August 2012 8:10am
Excellent - thank you.
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(ID: 133619, pid: 0) Igor on Mon, 16 July 2012 1:51pm
Lil bit strange tutorial. Alot of small details but they're not visible on the final render (vine,valves on the radiators, even glasses on the table)
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(ID: 110775, pid: 0) Andres Barreto on Mon, 23 April 2012 10:15pm
Ameet, that version of v-ray is 1.2 or 1.3 in recient versions isn't included quasi-monte carlo engine
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(ID: 104690, pid: 0) Ameet on Fri, 13 April 2012 12:55pm
I have Lots of question ... i need proper v-ray setting actually i am using V-Ray Adv 2.10.01 and der is in Secondary bounce i couldn't found GI engine � Quasi-Monte Carlo and der is no shadow coming on my scene please send me the proper lighting and v-ray screenshot I am using 3ds-max 2010 and for rendering V-Ray Adv 2.10.01 Please reply me on my email: ameets21@gmail.com
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(ID: 80646, pid: 0) Burocknroll on Fri, 20 January 2012 11:35pm
very good tutorial, helped me a lot!
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