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Making of Destroyed Room in 3ds Max

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Date Added: 25th September 2017
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Giovanni Flauto takes us through the 3ds Max modeling, lighting and compositing for his "Destroyed Room" gallery entry, with post done in Photoshop...


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The "Destroyed Room" arises from the need to get out of shape. The habit of creating linear and clean interior images is replaced here by the "disorder" element.

Reference

The first step to building a good image is always to search for references that can be used as a starting point for our final result.

2416_tid_02_reference.jpg

Modeling

After giving a last look at the references you find, we begin by shaping our scene with the Poly Edit function within 3ds Max.

2416_tid_03_modeling_01.jpg
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I used the floorgenerator script to make the floor, and to give a realistic effect I modified the Tilt variable.

2416_tid_03_modeling_floor_01.jpg
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Framing

To find the right shot, I placed the VrayPhysicalCamera on the floor to look for the effect of a fallen camera and accentuate the success of the "Destroyed Room."

2416_tid_04_framing.jpg

Model Furniture

To give more quality and quantity of detail to the scene, I used the templates created by Evermotion for adding the furniture and assets to the scene.

2416_tid_05_model-furniture.jpg

Wind Effect

To complete the modeling phase, and to give an even more dynamic effect, I created curtains using a simple "plane," but added in a wind effect.

2416_tid_06_wind_effect.jpg

Light Balance

I started to "sculpt" the light looking for the right balance. After generating a generic material, I do some test renders, turning on one light at a time. I eventually found the right balance between sunlight, sky, and artificial lights, and then I balanced the chromatic contrast. This is a delicate and important element because if the image is well balanced, it will also be like this after the material settings.

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continued on next page >

 
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Readers Comments (Newest on Top)
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Daniel Gerber on Mon, 02 October 2017 10:40am
Awesome! Thanks for this great guide.
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