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Wood/Concrete WC
Making Of
Mario Nogueira
explains the
process of creating
this simple and
modern looking
bathroom.
Making Of Wood/Concrete WC
Created In:
3ds Max 9 and V-Ray for rendering; for post
production work I always use Photoshop.
CONCEPT
This was a piece of work for a client, who asked
me to create a simple and modern bathroom
with similar lines as the exterior house (Fig01)
– very simple and with a lot of concrete and
wood. So I started by making a simple sketch view I started modelling the bathroom walls, After making the base model I started to add
on paper of the idea, and after approval from my then with the Extrude tool I gave the walls detail to the bathroom; first was the wood
client I got my hands working! (Fig02). their volume (Fig03). To create the windows panels in the wall. I filled all walls with panels in
and doors in the walls, I converted the model wood; to make this I used the ChamferBox (In
MODELLING to editable poly and then used the Cut tool to Geometry > Extended Primitives > ChamferBox)
Due the fact that this was client-based work and create them (Fig04). The ceiling and the ground with the following values (L; W; H; F) 90cm;
time was limited, I used some pre-made models floor are just planes and simple boxes. 90cm; 3cm; 0.50cm (Fig05).
Bathroom Modelling
The bathroom modelling was actually very
simple: I started with a spline and from the top
Jacuzzi Modelling
Like all previous models, this was very simple to
make. I started with a plane and then used the
Extrude tool to make the walls and the bottom
of the jacuzzi, chamfering the corners and so
on. The only problem I had was with the water. V-Ray Fur modifier with the parameters which
TEXTURING
I wanted to get the ripple effect produced by can be seen in Fig08.
All the textures and UV maps for the whole
running water, so I created a plane with many scene were very simple. I only used V-Ray
subdivisions and placed it under the waterfall. All models were made in the same manner,
materials and I didn’t unwrap anything, so I’m
With the Paint Deformation tool I created some using splines or poly modelling.
only going to focus on some of them in this
circles which gave the sensation of ripples Making Of (Fig09).
(Fig07).
The Carpets
As always, I started with a spline from the top
view, drawing the contour, and then added a
Every map I applied had only planar, box and create a Gap mask, so I could control the Gap
cylindrical UVs: Color between the blocks (Fig16).
1 – Wood Panels (Fig10)
2 – Concrete Ground/Jacuzzi (Fig11) LIGHTS
3 – Water (Fig12) For the lighting in this scene I used a directional
4 – Metal Bar on the Wall (Fig13) standard light that I’m going to call “Sun”; two
5 – Acid Glass (Fig14) big Vray lights, filling the exterior windows and
doors, and 6 Omni lights in the fake ceiling to
Two other materials which I don’t have in create indirect light on the walls. You can see
the image, but are useful to mention, are the the lighting setup in Fig17 – top view, and in
Background Image and the Glass Block: Fig18 – front view.
Background Material – because I didn’t have
an HDRI for this image, I used a VrayLightMtl Here is a little explanation about the lights I
with a .JPG image applied and an Intensity of 2 used:
in the Color slot. This gave me a soft light and The Sun: I used a standard directional light for
reflections in the interior (Fig15). simulating a very high sun position, with sharp
shadows. This light was given a yellow colour
Glass Block – this map comes along with 3ds (RGB: 255; 255; 200) in the Color slot, with
Max; you can find it in the ArchMat folder in the a 0.85 multiplier and Vray Shadows. Also, in
3ds Max root. The only change I made was to the directional light’s parameters, I checked
The Vray Lights in the Windows: I used this kind of lighting in the
windows because even though I’ll use GI in the render, this is not enough
for lighting the interior. To create this, I set up some big Vray light planes
filling all the windows in the scene. By doing this I achieved more light
in the interior with soft shadows, and that’s what I needed to simulate
the bouncing sky/sun light in the model. In this case, the Vray lights in
particular were given a blue colour (RGB 231; 238; 241) and given 3.0
Intensity. Also, in the Vray light options, I checked the Invisible option
(with this checked, you will not see the light plane and the sun can
pass through the Vray light plane!). When I use Vray lights in a scene I
usually use a very high subdivision sampling, which in this case was 65
subdivisions. With this I removed almost all noise that the light produced
in the scene. This can be a little boring sometime because the more
RENDERING
As I said previously, for rendering I used Vray.
For me, this render engine is very useful for
both interior or exterior architectural renderings.
I always do the same things before rendering
final images, which are as follows:
I ensure that I have a good subdivision in the
Materials parameters (both in the Reflection and
Refraction slots). If I have a value in the Refl.
Glossiness (Reflection) or in the Glossiness
(Refraction) of less than 1.0, I must increase
the subdivisions to remove the noise from the
material. 25-50 subdivisions is good for almost
every material; 8-12 subdivisions is good for
metals, like chrome, gold, stainless steel etc.
Remember: if you increase the subdivision, the
render time will increase, too. So try to find a
balance between the materials and render time.
If a material is less visible you don’t need to
increase the subdivisions!