Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3
Making Of 'Getty'

| Your Rating:
rating star fullrating star fullrating star fullrating star halfrating star none
(Score 3.33 out of 5 after 3 Votes)
| Comments 0
Date Added: 26th February 2010
Software used:

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.

Fig. 04
Fig. 05

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).

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).

Fig. 07
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).

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%.

Fig. 10
Fig. 11

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).

Fig. 12
Fig. 13

The GI and sampling settings you can see in Fig.13 - 14.

Fig. 14

< previous page continued on next page >

1 | 2 | 3
Related Tutorials

Making Of 'Ornaments'

by Jan K. Vollmer
published on 2009-12-18

Keywords: object, glass, wine, pattern,

rating star fullrating star fullrating star fullrating star fullrating star half (11)
Comments 2 Views 84797

Making Of 'Sky Lounge'

by Jan K. Vollmer
published on 2012-07-09

Keywords: scene, room, lounge, building, house,

rating star fullrating star fullrating star fullrating star fullrating star none (30)
Comments 9 Views 191740


by Mikhail Gladtchenko
published on 2009-12-09

Keywords: fireworks, max, particle, flow,

rating star fullrating star fullrating star fullrating star nonerating star none (4)
Comments 2 Views 38051

Making Of 'Saturday Knight Fever'

by dOUGh
published on 2009-12-09

Keywords: scene, building, fire, knight, character, male,

rating star fullrating star fullrating star fullrating star nonerating star none (2)
Comments 0 Views 69930
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..