Translation

23.10.10

making of GH house 3ds max

The first step, after I downloaded the model, was to find an interesting POV. The GH House architecture design was very great in that there were many good views to explore and chose from, but I wanted to find a really unique POV… One that will distinguish my image from the others. I went for the rear, and rather closed, side of the house that eventually was only showcased by me (among the finalists)

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Anton Cherenko
Scene overview
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Anton Cherenko
Exterior POV's
The process of looking for interior POV‘s was the same, at first I wanted to show the second floor of building , but then I changed my direction to the main room because it reproduced the general mood of this house in best way.
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Anton Cherenko
Interior POV

General Modeling.

There weren’t too many complicated objects to 3d model, and not too many parts of the structure that I’ve changed. I removed the walls along the perimeter, added a river canal (A most important element in my scene, adding that dramatic mood I was looking for) and a bridge across it.
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Anton Cherenko
Detailing the selected POV
In order to achieve a more realistic view for the water surface I created little waves originating from the boat and lamps. First I made a plane, converted it to an editable poly and changed the vertexes locations for my canal form, then I raised the polycount in places where I needed it and used the ripple modifier on them.
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Anton Cherenko
Final wave effect
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Anton Cherenko
Creating the water & ripples

Interior Floor Creation

For the floor I used a very useful script called FloorGenerator from CG-Source – A great parquet flooring creator, all you need to do is choose the plane where you want to create it. You can see my settings in the image below…
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Anton Cherenko
FloorGenerator Script Settings

Creating Trees & Plants

Trees and bushes were generated using OnyxTREE’s Treestorm plugin for 3dsmax, which were converted to VRay proxies to make my work with the scene and image render possible as far as memory resources were concerned.
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Anton Cherenko
Trees & Plants

Grass creation.

First step was creating a few single grass blades. Second step was to distribute them on small area and then attaching all of the blades into one editable poly object that was converted to a VRayProxy. Next I distributed that VRayProxy object on surfaces where I wanted to place the grass on.
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Anton Cherenko
Creating single grass blades
Then I add some single plants for some variation in the grass surface and make it seem more natural
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Anton Cherenko
Adding single plants
For the distribution of all the vegetation in the scene I used Gtools_Jar_Planter script made by Guillermo M Leal Llaguno. big thanks for Guillermo for that script!
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Anton Cherenko
Distributing the vegetation

Texturing.

The main wall material
First I mixed two layers in Photoshop to get a kind of texture I like.
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House by Anton Cherenko
Concrete texture
I added some dirt using a composite map in the diffuse slot.
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House by Anton Cherenko
Concrete dirt composite
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House by Anton Cherenko
Concrete material structure
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Anton Cherenko
Concrete material end result
Metal material
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House by Anton Cherenko
Metal material settings
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House by Anton Cherenko
Metal material structure
gh house making anton cherenko textur 05 Making of GH House by 
Anton Cherenko
Metal material end result

Lightning.

For both exterior and interior scene I used VRaySky with a VRayCamera. For the interior building lights I used VRayLights (plane).
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Anton Cherenko
Interior scene lights
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Anton Cherenko
Exterior scene lights
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Anton Cherenko
VRay camera settings

Rendering.

I used the same render settings for both Interior & Exterior.
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Anton Cherenko
Render settings 1/2
gh house making anton cherenko 017 528x493 Making of GH House by 
Anton Cherenko
Render settings 2/2
Original render outputs
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Anton Cherenko
Original exterior render
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Anton Cherenko
Original interior render

Post Production.

First I changed the background of the exterior render.
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Anton Cherenko
Editing the background
Then I tweaked the color balance and levels.
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Anton Cherenko
Color balance & levels settings
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Anton Cherenko
Color balance & levels output
For the final touch, some fog effect was added using a simple brush in photoshop with 0% hardness.
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Anton Cherenko
Adding the fog effect


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