Making Of 'Bedroom White & Wood'

Hello everybody! It's a great honor to write this Making Of. I would like to say thank you to everyone that has supported me in making this image. I'd also like to thank 3DTotal for giving me the opportunity to show you a little bit more about this work. I believe that when I show all my settings and the way I work, I'm not only helping other people but I'm helping myself too.

This Making Of is mainly going to focus on my lighting, rendering and textures and I hope you enjoy it. I'm available to answer any question by email at: ramon_sunset@hotmail.com

Fig.01 - 03 show my views. You can see the position of the lights and also the whole wireframe.

Fig. 01_room_mesh_objects

Fig. 01_room_mesh_objects

Fig. 02_room_objects

Fig. 02_room_objects

Fig. 03_room_model

Fig. 03_room_model

The top view shows the direct light position (Sun). To simulate the sun I used a V-Ray sun. For the environment I put in a V-Ray sky, with a Sun node on to a V-Ray Sun. The settings are showed in Fig.04.

Fig. 04_room_layout

Fig. 04_room_layout

I used a V-Ray camera for all views. The basic settings can be seen in Fig.05 and some parameters were changed from one camera to other to fix the DOF.

Fig. 05

The render settings I used are simple. I selected the hybrid method using Brutal force (as primary bounce) and Light Cache (as secondary bounce). I put a lower light cache in to provide a bit more contrast and reduced the blend color on floor.

This scene has a Gamma setting 2.2, but I changed the exposure control. I also used Reinhard color mapping to make a linear method, where the colors are better.

I don't like to use Ambient Occlusion, because it's a technique that changes the illumination too much. But using Ambient Occlusion with GI produces a good result and I recommend giving it a try.

The AA filter I used was Area with a high value to lose some definition. I used a high value because it's a big resolution (Fig.06).

Fig. 06

The floor was modeled using a plane. I used six vertical faces on this plane. I created an object for each face, so I could reorganize all the faces as I wanted. To create the lines in each piece of wood, I used the V-Ray edge texture in the bump channel. The material and model are simple, as you can see (Fig.07 - 09).

Fig. 07_laminate_wood_floor

Fig. 07_laminate_wood_floor

Fig. 08_texture

Fig. 08_texture

Fig. 09_wood_floor_texture

Fig. 09_wood_floor_texture

The wood texture was simple too, I just used glossy and reflect (Fig.10).

Fig. 10_wood_texture

Fig. 10_wood_texture

For this part I used the Glass Physical preset (mr Arch Design). In Fig.11 you can see all of the settings.

Fig. 11_candlestick_vray

Fig. 11_candlestick_vray

For the throw on the bed I used Reactor Cloth and then subdivided with turbosmooth so that the fur wasn't too heavy (Fig.12 - 13).

Fig. 12_brown_fur_texture

Fig. 12_brown_fur_texture

Fig. 13_fur_cloth_texture

Fig. 13_fur_cloth_texture

 


For the bed sheets I used a Displace painted by hand. The whole map was made in Max using unwrap (pelt)
(Fig.14 - 15).

Fig. 14_texture_effects

Fig. 14_texture_effects

Fig. 15_texture

Fig. 15_texture

This is a simple Displace too (Fig.16).

Fig. 16_displacement

Fig. 16_displacement

The book borders were textured with some books pictures. This technique helps to quickly create a lot of books (Fig.17).

Fig. 17_books_textures

Fig. 17_books_textures



For the chair throw I used ZBrush. I used a plane for the cloth and I modeled in lowpoly (Fig.18).

Fig. 18_cloth_zbrush

Fig. 18_cloth_zbrush

This glass ball was created from a big sphere, with small ones inside using the Noise modifier to make them different. They are all just one object so I inverted the normal from small spheres (Fig.19).

Fig. 19_lighting_particles

Fig. 19_lighting_particles

And here's the final image (Fig.20)!

Fig. 20_final_renders

Fig. 20_final_renders

To see more by Ramon Zancanaro, check out Prime - The Definitive Digital Art Collection

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