making of griehallen - memory - 3d architectural visualization & rendering blog
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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog
http://www.ronenbekerman.com/making-of-griehallen-memory/ 1/29
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Making ofGriehallen –Memory
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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog
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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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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog
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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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30/4/2014 Making of Griehallen - Memory - 3D Architectural Visualization & Rendering Blog
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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YOU MIGHT ALSO LIKE
Best wishes,
Tamas Medve
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6 hours ago
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guimiottosouza
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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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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
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