This project was made by Patric Verstraete, a CG and 3d architectural visualization artist based in Belgium, starting as a freelancer in 2009 and now heading Vizcon3d.
In this project the following tools were used: 3D Studio Max 2013, Vray 2,30, Forest PackPro, Floorgenerator, QuadChamfer, Photoshop.
The following is the making of material presented by Patric Verstraete, the author of Roces House!
First take a look at some of the final images:
So Let’s start, what is Roces House!!
House Roces was designed by Govaert & Vanhoutte architectuurburo in Bruges, Belgium.
Belgian Govaert & Vanhoutte Architects’ project Villa Roces in Bruges (Belgium) was, out of five shortlisted projects, awarded as the “Leaf Award 2012” Residential Building of the Year (single occupancy)".
What was the goal, intention of the images??
I wanted to achieve the goal from the architects, “The elongated volume contrasts with the verticality of the trees. Moreover plays the idea of a glass box in the panoramic view from every living space, the experience of luxury living and a maximum daylight into the shaded forest. “
As an attempt to make the house a part of the landscape, I wanted to make the sun rays gave me a story in the images, the sunlight, which give us colors and mood.
Concept and workflow
The preparation and planning is an important step in every visualization project. I used Linear Workflow for gamma setting in my scene, and I turned the gamma to 2.2.
I found a few plans of the building of low resolution. Roces House follows minimalism architecture with less detail so the modeling of this house can be easily and quickly done based on the images I found on Google
Modeling wasn’t anything special… Just simple box poly modeling.
The most difficult part in modeling was to find the good scaling of all the different parts of the house. Also iit’s very important to ensure that the objects have good geometry and good details. I also chamfered every corner edge of the building mostly with the quad champfer modifer. The chamfering in the windows structure was made with the “VrayEdgeTex”, I will show you later on.
Let’s have a look at some parts:
For the wooden planks on the long wall I used floor generator.
The wooden planks were created using floor generator from CG-Source. This free script helps to save a lot of time and it’s very easy to use. As you know the script is mostly used for floor planks, but it’s also not difficult to create vertical planks! What you need to do is to rest the spline or plane on the ground and generate it using the floor generator. Once it generated, select the object, rotate it, and put it on the wall. You can see the process here:
For more realistic and natural looking environment I used 5 different types-models of grass from IGrass,
I scattered those models with Forest Pack pro to one “grass clump”
And here are the FP settings for the “grass clump”.
I divided the trees into two categories: background trees and foreground trees. The background trees are all Vray proxies. The foreground trees are 3d models as I wanted to have the displacement of the bark on the foreground trees.
I also used the new Paint Area mode in Forest Pack Pro to easily draw and painted the trees where I would like them.
Note:Before using this feature it is always necessary to have created an XY surface
Here you have an overview for the vegetation, I used also a background image all around the border of the terrain to prevent viewing the horizon line of the scene.
For the bushes I used some models who were provided by FP.
To have more variations of the textures and colours across the models, I used Color map in FP. This unique feature allows you to create great looking limitless variations in the vegetation.
For the fallen leaves on the ground I used the pack from Sergio Mereces, one of my favorite artist, of autumn leaves that you can find on his website Sergio Mereces.
Lighting and GI
You can see “Natural Lighting” everywhere. Look out of your window and you will see the dance between lights and shadows, look inside your house and you will find spots which are perfectly lit and spots which are perfectly “non-lit”. Look up to the sky and you will understand how clouds can change the light.
Observing the nature is really important, because nature can’t charge you for what it may teach you. While working with lights or say it other wise, while “lighting”, we all forget one very simple thing, which is, what is the source type of our light. Source type is the parameter which defines what kind of light would be there in our final render and what kind of shadows, saturation and contrast would it create.
We can subdivide Direct Light in two different categories, namely Sun Light(hard light) and Sky Light or Ambient Light.
I would like to cite an article in Vray World by Vasilis Koutlis who explains very well the general light principles – Light in 3d Photography.
In this scene I only used VRaySun+VRaySky as a direct light source. I increased the size multiplier to get the blurred shadows.
Also I used skylight portals at the windows, they are not meant to lighten the scene, they are meant to navigate the light particles from exterior into interior.
VrayDirt in the diffuse map and VrayEdgesTex on the bump slot to smooth the edges of the geometry.
The floor part was the greatest challenge for me, because I wanted to have a nice, soft reflection. I’ve painted the diffuse map in Photoshop from some textures which I found on CG textures. For the reflection and glossiness map I used colorCorrection to change the gamma, red, green and blue values and removing a bit of the saturation. For the bump map I “mixed” the bump map with VrayEdgeTex, this way it can be used as a map to produce a "round corners" effect for the object.
If you want to create your own reflection maps in Photoshop: start with black and white and increase contrast with levels and curves.
The other advice I would like to share is to set the Blur to min 0,5 and summed area on which give you the nice crisp textures in renders:
Since I posted RoceHouse on several forums, I received many requests to share the flooring material and textures, so for those who wanted it, grab it here!
Focus and composition
The composition and focus were the result of a search through major legislation such as the middle third and vanishing point. I love the front camera with little perspective, especially when it comes to conveying peace and tranquility.
I didn’t have to do very much post on any of the final renders.
For postproduction in Photoshop, I highly recommend to use VrayRenderElements. those maps can make real miracles. I encourage you to save VrayReflection, VrayRefraction, VrayObjectID, VraySpecular and VrayZDepth, those are basic maps, but with Photoshop blending modes they really make a difference.
I like to use Vray Frame Buffer and Exponential Color Mapping, this let me control in a better way the contrast and burning on the raw render. Also I used linear workflow for all the renders. In case you aren’t sure how to set it up, here are the settings:
I hope you enjoyed the process of making this image as much as I did.
- Making of