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Page 1: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 1/29

APRIL 30, 2014 | BY RONEN BEKERMAN | MAKING-OF, NATIVE, TUTORIALS

TUTORIALS TOOLS OF THE TRADE WORKFLOWS FREEBIES INSPIRATION INTERVIEWS

Making ofGriehallen –Memory

0

FB TW PIN GplusHOME ABOUT ADVERTISE

CONTACT WRITE FOR THE BLOG

JOB BOARD

Page 2: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 2/29

1 Sidenotes

Tamas Medve‘s 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.

Project forum thread – Grieghallen – “Memory”

IntroductionHi Everyone!

Thank you for giving me this opportunity to share my methods

34FLARES

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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

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used in my recent work entitled “Grieghallen – Memory”. It’s a

great honor, and so I would like to give a shout out to Ronen

for his kind invitation.

First, let’s 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 won’t say too much about the technical details,

as I’m 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! Let’s begin…

ReferencesWhen 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 isn’t 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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Page 4: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 4/29

Lighting and Camera SetupSome of you might get to lighting and camera a bit later in the

process, but starting with this part is more logical for me.

Usually I start my personal projects with modelling some

basic geometry (like boxes), which helps me to explore the

scene and to find exciting angles (or just find that angle which

shows the building in the best and most attractive way)

What do you think?

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Page 5: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 5/29

First, I built up my amazing scene of 2 boxes. Next, I set up

the lighting.

In this project I only used a V-Ray Dome Light and a few V-

Ray IES lights (highlighting the entrance and lighting the

ground floor) following the references. The lighting set-up

used is very simple.

What do you think?

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Page 6: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 6/29

I always like to see the sky in the perspective view and this

can sometimes be really helpful especially if your sky is not

overcast. For this method I use a JPG from an HDRI image to

use as a preview in the viewport.

What do you think?

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Page 7: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 7/29

So I grab this JPG image and simply add in the dome texture

slot. After this I drag (copy instance) that texture from here

into a new material slot and I drag it into the environment

window too (copy instance) Finally I press alt+b (viewport

configuration) and just change the background solid color to

the “use environment background” option. That’s it.

I can see my sky in the viewport and I can rotate it easily in

real-time. However, for the final render, make sure you use a

higher resolution texture (I just re-scale the original texture in

Photoshop before rendering). See the details below.

What do you think?

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ModelingModelling is definitely not my strength, so I wouldn’t like to go

too deep into this subject like speaking about techniques, etc.

Actually, starting the model was the hardest part because I

didn’t 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). I’m 100% sure that my model is not correct but if your

eyes can’t discern a difference between real and fake it really

doesn’t matter.

For every model I used only the basic poly modelling tools and

I just dressed up the scene with these elements.

What do you think?

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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 9/29

One small piece of advice : if you are using double glazing

in the windows you will get nicer (doubled) reflections.

To make the image and the mood believable I have put some

raindrops on the foreground benches. Simple squashed

spheres painted with the object painter tool in 3ds max.

What do you think?

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Page 10: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 10/29

In addition, there is some interior furniture and a few trees

(iTrees) around the building.

What do you think?

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What do you think?

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Below you can almost see the result of the scene… just one

important thing is missing, so let’s talk about that more.

TexturingIn real life, when you are working on a project, you don’t 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). It’s a bad habit I know. To save a lot of time I didn’t

model all the surrounding buildings, so I had to solve this

issue another way.

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What do you think?

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Page 12: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 12/29

Of course I had to do some small retouching and matte

painting corrections on the photos in Photoshop, but it worked

out pretty well I think. I used the textures + opacity maps in a

V-Ray Light Material and I achieved nice, real reflections and

colors in the render.

What do you think?

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Page 13: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 13/29

T H E GR OU N D MAT E R IAL

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.

What do you think?

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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 14/29

T H E R U S T Y W IN D OW F R AME MAT E R IAL

What do you think?

What do you think?

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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 15/29

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.

T H E C ON C R E T E W AL L MAT E R IAL .

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What do you think?

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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 16/29

Render SetupIn 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.

What do you think?

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Page 17: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 17/29

The 4000px high image render time took around 3 hours on a

BOX workstation.

Below is the final raw render.

What do you think?

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Page 18: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

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I made another region render with a dry stone material that I

blended with the first render in Photoshop. This method gave

me much more freedom, because I could easily change the

borders between the wet and dry parts.

What do you think?

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Page 19: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 19/29

Post ProductionHere 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… it’s 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.

What do you think?

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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 20/29

The PSD file that I worked in is a big mess with tonnes of

layers but I did a short post-production breakdown video

showing the main steps. I pasted the people back in from the

original photos so it was quite an easy job blending them with

the image.

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 don’t 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).

What do you think?

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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

http://www.ronenbekerman.com/making-of-griehallen-memory/ 21/29

YOU MIGHT ALSO LIKE

Best wishes,

Tamas Medve

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6 hours ago

Newest | Oldest | Top Comments

guimiottosouza

Sign in 58 people listening

Wonderful work !!! But i dont understand too much howyou made the pudles of water !!!Can you tell more ?? Thanks !!

Like Reply

42 minutes agomedveponttamas

@guimiottosouza

Thx! Well if you check my displacement textureyou can see some parts are white some aregrey. It means that the white parts are going toraise up soo if you put another simple planewith water material you will get nice pedals butyou have to find the right position of it! Basicallyyou will get pedals on the grey part (see on thedisplacement map). If its not clear just let meknow and I will try to explain in another way

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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

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R E C E N T P OS T S

12 hours ago

15 hours ago

17 hours ago

Gengismat

ElvinAliyev1

Adham Agha

because my English knowledge is limited ::)

Like Reply

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 youfor the background ( bended plane + bitmap ) so i'd like toknow a little more :)

What kind of material have you assigned to the planes?

Why you put another plane with the opacity map rightbehind the first one? It's just to let us see that the planehas an opacity map too?Thanks in advance :)

Like Reply

8 hours agom3dve

@Gengismat

Thank you! :) Now I see its a bit confusing thatimage with the background elements. That oneis just showing the method (my mistake sorry)! I just used only one plane with a light materialand thats all soo the opacity map you have touse in the vray light material. :)

Like Reply

Spectacular work and very informative Makign Of ! Thankyou

Like Reply

Great " Making Of " Tamas.

Like Reply

Page 24: Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog

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http://www.ronenbekerman.com/making-of-griehallen-memory/ 24/29

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