Posts Tagged ‘V-Ray’

3D – Bathroom Scene

3D Bathroom Scene

Here is the finished 3D render of my bathroom scene.

The WIP image of this piece can be seen by clicking here. There were a few things that were missing in the original scene such as skirting boards and blinds which have now been incorporated along with some additional objects like the plants and the rug to add some finer details to the overall image.

I wanted to achieve a warm vibrant setting for the scene so I’ve went with earthy toned colours to give a natural look and feel.

I’ve added a Noise modifier on the rug and towels for uneven roughness but most of the overall appearance is achieved by the texture. I’d gathered a fabric image on the net and got rid of the seams using Photoshop offset filter so that it could be tiled seamlessly.

The leaves on the plant were simple plane geometries with a leaf texture applied to the material and using an alpha channel on the bitmap to hide the unnecessary outer part. In the render setting, I’ve ticked the force 2-sided box so that the leaf texture would appeared on both sides.

The longest time spent was dealing with the lighting of the scene, I’ve tried using different lights such as Omni and V-Ray dome lights but could not get the desired look. In the end I’d used Four V-Ray lights and a V-Ray Sun; Three of them were pointing in through the windows and one shining directly down from the ceiling. The V-Ray Sun created a natural light source and produced nice soft shadows.

I’ve used a V-Ray Physical Camera instead of the standard camera provided with 3Ds Max since it complimented well with the V-Ray lights and also had more settings to play with.

It took just over 5 hours to render the final image in larger resolution and 10-15 minutes each for the ambient occlusion and depth pass.

Photoshop was used for post production work. There were some odd noise issues with the pixels surrounding the edges of the windows which perhaps is caused from the Sun being overly bright, so I’ve painted back in the correctly toned colours.

I’ve added a backdrop in after the render instead of doing it in 3Ds Max as it was more easier to add in Photoshop and allowed more flexibility. I’d imported in my holiday photo as the scenery and used the alpha channel in the rendered image to have just the windows selected; I’d then added a layer mask on the photo layer and inverted it to show only the photo through the windows.

The final touches were adjustments in Levels, Curves and Photo Filter which added more contrasting tones.

I’m pleased with the outcome of the scene. I’ve paid particular attention to the placement of each object in order to try and achieve a nice balanced composition. I think the colours and the lighting set up used in the scene helped to achieve the warm ambient feel that I was going for.

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3D – Toy Robots

Destroy All Humans! Affirmative...

Here is the finished scene of the toy robots. It took just under 2 hours to render and another hour to render both the ambient occlusion pass and depth pass.

The materials were fairly simple to make as they were mostly made up of the same type of plastic, apart from the head and body which had a speckle map added.

There was one V-ray light used which I believed was all that was required to lit the scene. Photoshop was used to combine the passes together and for the post production work.

Click here to see my production process of this work.

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3D – Electric Guitar

3D Fender Stratocaster Electric Guitar 1

[Model: Fender Contemporary Stratocaster]

Here are the completed renders of the Fender Stratocaster guitar. You can view the WIP images by clicking here.

Since the body of the guitar had a glossy black finish, I didn’t need to unwrap the UVW, I did however needed to unwrap the fretboard and guitar neck to texture the wood and the skunk stripe inlay at the back.

I’d experimented with various scenes and test rendered different HDRI maps as I went along. Initially, I was going to have the guitar resting on a carpet floor but was not satisfied with the result. I wanted to add more interest to the composition and decided to have the guitar resting on a soft bed-like surface instead.

My approach in creating the surface was to start with a plane geometry that had additional segments. I’d then applied a cloth modifier and have it collide with the guitar neck and body polygon, this created a basic shape that could be worked on.

3D Fender Stratocaster Electric Guitar 2

To created the creases on the surface, I had to first convert it into editable poly and then use the paint deformation to “paint” the creases in. To help me with this, I’ve put my real guitar on my bed as a reference guide to see where the creases would mainly be. I’ve added a relax modifier afterwards to soften some of the edges on the surface.

For the 2nd render showing the back of the guitar, I had to mirror the surface and re-adjust some of the creases to fit with the new shape. You can view the wireframe of the cloth geometry by clicking here.

The scene contains 6 lights in total, 1 vray dome light with HDRI and a omni light. The HDRI is a panoramic image of a bedroom that contain 2 windows and I’ve placed a vraylight and spotlight on each side.

Overall, I’m pleased with the outcome of the final images. It took around 3 hours to render each one. The long rendering time was due to the vast amount of polygons used.

I really like how the cloth has turned out in the end and the soft shadows that it produces. There is a nice contrast between the dark glossy finish of the guitar and the bright colourful background.

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3D – Bass Guitar – Used Version

3D Rickenbacker Bass Guitar - Used

This is a beat-up version of the Rickenbacker bass guitar. I wanted to try and recreate the look of a used guitar with scratch marks and paint chips around the body. I thought this would make an interesting render and something different to the normal ‘clean’ renders.

The changes made to the original renders are the HDRI and texture maps. I wanted to give the scene an outdoor look so I changed the wood texture on the floor into more patio-like appearance.

To created the paint chips on the body of the guitar, I’ve added a layer mask on the blue fill layer to reveal the wood grain without the fill covering it. I’ve also incorporated an inner glow and stroke surrounding the chip to highlight the edge of the paint.

The bump map was created from the texture map with the scratches and dents filled in black on a grey background. The rendering time for this scene was just under 40 minutes.

Overall, I’m pleased with the final image. I like the contrast of the blue tone on the guitar with the reflection of the sunlight beaming down on it. Click here to view some of the maps used for this scene.

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3D – Bass Guitar

3D Rickenbacker Bass Guitar 1

[Model: Rickenbacker 4003]

Here are the finished rendered images of the bass guitar. You can view the WIP images of this model by clicking here.

3D Rickenbacker Bass Guitar 2

There are a range of colours available for the Rickenbacker guitars which I could base my model on. I decided to go for the most popular range and also the most interesting to texture; the fireglow paint job, which is a burst of 2 tones of red with wood grains showing underneath.

It was fairly simple to achieive the fireglow look in Photoshop using the various blending modes and gently paint brushing the surrounding edges with masking on the outside.

3D Rickenbacker Bass Guitar 3

The pearl texture on the fret markers was done from scratch using several tools such as cloud and sponge filters.

A gradient texture was used on the bump map of the strings to achieve the right look and a radial bump map was used to create the anisotropic effect of the metal on the control dials.

3D Rickenbacker Bass Guitar 4

The lightings used in the scene were 1 vray dome light with HDRI, 2 spotlights and a omni light. The spotlights were positioned according to where the lights were in the HDRI.

3D Rickenbacker Bass Guitar 5

The images were rendered in V-Ray with Adaptive subdivision and took just under an hour each to render, then put into Photoshop for some final touches. Overall, I’m pleased with how well the finished renders turned out in the end.

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