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30/4/2014
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Tamas Medves cold and rainy visual memory of the Grieghallen in Bergen, Norway awarded him Best Visualization of the Week NO. 14/2014 for the great composition and mood he managed to convey, as if we stand there with him next to this concert hall in the rain. Join Tamas in this article, as he describes his process of creating this scene using 3dsmax and V-Ray, with some extra shots at the end. Enjoy! +
Author : Tamas Medve Tamas Medve is 3d Artist from Hungary. He studied architecture for 5 years, getting more serious about 3dsmax during his 4th year and understanding he actually loves doing ArchVIZ. After he left university he got a great opportunity to move to London and work as a visualization artist at Foster+Partners. A year and a half later he sent his portfolio to MIR, where he is now part of a great talented team.
Introduction
Hi Everyone!
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used in my recent work entitled Grieghallen Memory. Its a great honor, and so I would like to give a shout out to Ronen for his kind invitation. 1 First, lets start with the inspiration behind the project. Why did I create this image?
The answer to this is simple. I wanted to make an image in 3d that would always remind me of that great time I spent in Bergen; to remind me of that feeling of the impact of raindrops on my coat and the dynamic weather that makes Bergen so special. + In this tutorial I wont say too much about the technical details, as Im not better than you guys (as this article will reveal). You will see how easy it really is to achieve an image like mine with only basic modelling and texturing skills. I have tried to show my workflow in the best way I can, focusing on the most important steps spiced up with some tricks. + I hope that you find some useful ideas here and have fun reading it! Lets begin +
References
When somebody asks me how I did you do this or that, my first answer is always references! + Always use references before you start a project. these could be photos or a paintings for instance. The reference photo, or any kind of image, is going to help your work from the beginning until applying the final tweaks later in Photoshop.
In my case it was easy to get some references, as I pass by Grieghallen all the time, and waiting for rain isnt a problem we experience in Bergen. So I took a couple of photos when it was raining and a couple when everything was dry and the lighting was overcast, just to see the differences between the two kinds of weather. These photos also helped a lot in the modelling and lighting part of the project. +
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Modeling
Modelling is definitely not my strength, so I wouldnt like to go too deep into this subject like speaking about techniques, etc. Actually, starting the model was the hardest part because I didnt have any plans or section drawings, so I had to model the building by eyesight based on the photos and the 2 boxes that I had made earlier (see the lighting and camera set-up part). Im 100% sure that my model is not correct but if your eyes cant discern a difference between real and fake it really doesnt matter. + For every model I used only the basic poly modelling tools and I just dressed up the scene with these elements. +
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Below you can almost see the result of the scene just one important thing is missing, so lets talk about that more. +
Texturing
In real life, when you are working on a project, you dont have as much time as you need to include a lot of details or to make stunning shaders and textures. That is why when I do a personal project I always try to finish it as I would in a commercial environment with a tight deadline (even if I have a lot of time). Its a bad habit I know. To save a lot of time I didnt model all the surrounding buildings, so I had to solve this issue another way. +
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The ground stone texture is from the Arroway Textures Concrete collection with some small changes in Photoshop (contrast, color). I also made a specific displacement texture to get a better result. Basically, I used 2 planes for the ground. One is for the stone with V-Ray Displacement and another for the puddles of water. +
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I have downloaded the textures for it from CGTextures and I mixed about 4 different textures with each other to get the final diffuse map. +
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Render Setup
In creating this image I used the V-Ray render engine (which is the most common engine). It is fast and easy to handle! These are my render settings that I usually use. Pretty basic, I think. +
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Post Production
Here we go!
This is one of the most interesting parts of the process, where you make the final tweaks and personal touches to your image. I know some people prefer to do everything in 3d and using Photoshop is just secondary, but I believe that working in Photoshop is as important. + It gives you so much freedom its really hard to tell any general tricks and methods about post-production, because every image needs different tweaks and adjustments. Mainly, I use 3 different render elements for it. The lighting pass is to push up the lighter areas on the image, the reflection pass is to make the reflections stronger if necessary, and finally the z-depth pass which helps you to add some fog or mist (with the z-depth pass you have to use it as a layer mask in Photoshop). One more thing. If you want to add some dirt to your image you can overlay some textures or just use the ambient occlusion pass. +
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I have another small piece of advice for you : There are many visualization styles existing in our industry but if you are doing an image in a realistic way dont put people who have different lighting on them. Just find a suitable one or leave it otherwise it will just ruin the image. +
Thank you for reading this making-of article and I hope you found some interesting and useful advice in it! Feel free to ask question in the comments section below (or next to each image or paragraph). +
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Best wishes,
+ +
Tamas Medve
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guimiottosouza
6 hours ago
Wonderful work !!! But i dont understand too much how you made the pudles of water !!! Can you tell more ?? Thanks !!
Like Reply
medveponttamas @guimiottosouza
42 minutes ago
Thx! Well if you check my displacement texture you can see some parts are white some are grey. It means that the white parts are going to raise up soo if you put another simple plane with water material you will get nice pedals but you have to find the right position of it! Basically you will get pedals on the grey part (see on the displacement map). If its not clear just let me know and I will try to explain in another way
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Gengismat
12 hours ago
Wonderful work and useful "Making Of" !!! If it's possible I just want to ask you a few questions: For one of my scene, I've used the same method as you for the background ( bended plane + bitmap ) so i'd like to know a little more :) What kind of material have you assigned to the planes? Why you put another plane with the opacity map right behind the first one? It's just to let us see that the plane has an opacity map too? Thanks in advance :)
Like Reply
m3dve @Gengismat
8 hours ago
Thank you! :) Now I see its a bit confusing that image with the background elements. That one is just showing the method (my mistake sorry)! I just used only one plane with a light material and thats all soo the opacity map you have to use in the vray light material. :)
Like Reply
ElvinAliyev1
15 hours ago
17 hours ago
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