For years I've been watching Peter Guthrie, Bertrand Benoit and Alex Roman, reading every bit of information there was to find on how to produce some high quality architectural visualizations. At my daytime job I don't have the time at all to produce these kind of images, or to experiment with Vray features as fog, dof. Let alone create procedural shaders like Grant Warwick. But a few months back I've acquired a job that gave me the opportunity to create images that incorporated a lot of the things I've learned over the last few years, and especially months thanks to Grant Warwick's mastering Vray. Be that as it may, it's not because you read or watch the tips these professionals give, that I knew exactly how to do achieve the result I had in my mind without any practice whatsoever.
Well here are the images I produced, they're 90% finished. They rendered in about 5-6 hours each, with a noise threshold that's a little bit too high but I'll rerender them this week at 4K resolution with a lower noise threshold. Maybe I'll add some more details (more leaves, little stones/dirt/branches and some more props) and also displacement of my bricks.
I still haven't figured out how to properly do the DOF in vray. It's there but way too subtle, I wanted the tree branches and leaves at the top to be out of focus but instead the foreground is and the tree isn't, so still need to fix that.
In all I've learned these things during this project and first time using all of these:
-ForestPack (trees, grass, leaves,...)
-Railclone (the roofs)
-VIZPARK Walls & Tiles
-Vrayenvironment fog
-Vray Displacement map
-DOF
-Procedural shader creation with bercon maps thanks to Grant Warwick
-Mudbox modelling to create the rooftiles
-Speedtree for the trees
-BF rendering and proper scene optimization
-Vray lens effects
-Vraycaustics (I left them out in the end because they were almost invisible with these point of views)
Things I need to learn next time I do a project on my own:
-Organization
Well here they are. Feel free to C&C. (You might want to drag them in a new tab of your browser to fully view them, especially the landscape one)
And here is a detail of my roof. I modeled 4 tiles in mudbox and then used railcone to put them on my roof. Each tile was 800 000 polygons in this image, which turned out to be way too heavy so I had to reduce them to about 7000 each. The roof material is entirely procedural.
And one of the 100% procedural maps I created (in this case the bluestone, mind the little fossils ):
Well here are the images I produced, they're 90% finished. They rendered in about 5-6 hours each, with a noise threshold that's a little bit too high but I'll rerender them this week at 4K resolution with a lower noise threshold. Maybe I'll add some more details (more leaves, little stones/dirt/branches and some more props) and also displacement of my bricks.
I still haven't figured out how to properly do the DOF in vray. It's there but way too subtle, I wanted the tree branches and leaves at the top to be out of focus but instead the foreground is and the tree isn't, so still need to fix that.
In all I've learned these things during this project and first time using all of these:
-ForestPack (trees, grass, leaves,...)
-Railclone (the roofs)
-VIZPARK Walls & Tiles
-Vrayenvironment fog
-Vray Displacement map
-DOF
-Procedural shader creation with bercon maps thanks to Grant Warwick
-Mudbox modelling to create the rooftiles
-Speedtree for the trees
-BF rendering and proper scene optimization
-Vray lens effects
-Vraycaustics (I left them out in the end because they were almost invisible with these point of views)
Things I need to learn next time I do a project on my own:
-Organization
Well here they are. Feel free to C&C. (You might want to drag them in a new tab of your browser to fully view them, especially the landscape one)
And here is a detail of my roof. I modeled 4 tiles in mudbox and then used railcone to put them on my roof. Each tile was 800 000 polygons in this image, which turned out to be way too heavy so I had to reduce them to about 7000 each. The roof material is entirely procedural.
And one of the 100% procedural maps I created (in this case the bluestone, mind the little fossils ):
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