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The Chair – Interior Design

2015-08-14 14:46:54 

The Chair – Interior Design

Eduardo Souza



DesignA
Introduction

Hello everybody, my name is Eduardo Souza and I am a professional 3D artist from Salvador, Bahia, Brazil.

 I graduated in Multimedia Digital and am passionate about cars, and it was for this reason that

 I plunged into the sensational world of 3 dimensions. I come here to share the process of creating 

a personal work I call ‘The Chair’. The main objective was to create a portfolio scene for my 

website and also to use it as a study of lighting and texturing. I had in mind to create a scene 

that was both simple and beautiful so I decided to make an Eames Wooden Chair. After searching

 the internet for lamps, I found the DIY Industrial Wooden Desk Lamp very charming and decided

 to put that in the scene. Hope you enjoy!

DesignB
It was that lightbulb moment!

Configuration

In 3ds Max, space gamma default is 1.0 but the monitors are calibrated to gamma 2.2 space. So 

we need to adjust our software and rendering engine to work in the same space with our monitor 

range and this is referred to as LWF (Linear Work Flow) so I enabled Gamma correction settings / LUT.


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Early configuring of the scene




Modeling

The modeling process was simple, highlighting the beautiful DIY Industrial Wooden Desk Lamp

 I found particularly beautiful and decided to put it in the scene. It became the object I gave more 

attention, sought by several references to be the closest possible representation. The tissue placed

 on the chair and curtain were made in Marvelous Designer and exported into 3ds Max to make 

adjustments. Doors, walls, windows, floor and plinth were also modeled with special attention 

since it was a small scene. I paid special attention to give extra quality while modeling.


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The key is in the details


Texturing

The scene was simple to model, so I had more time to work on the textures. A diffuse texture was

 used in the Falloff, and I reduced the blur of the Bump texture to 0.5 to sharpen it without using

 Displacement – all because I wanted to keep the render times fast.

On the wood texture, I used the same diffuse texture, with color correction in the texture and 

Reflection and Refl. glossiness activated in the Fresnel reflections. The same applies for all types

 of wood material in this scene.


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Adding textures


Lighting

For the lighting of the scene I had initially imagined night light – I even did some tests – but I 

decided that it would be more in harmony if I made it daylight: clean and clear. Then, to illuminate 

it I used VRaySun to mark the sunlight on the scene and VRay Dome light for global 

illumination – one VRay light in the window to generate the influence of external light, and 

another light in VRay for artificial lighting…

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The sun is in the East


Camera

I used a VRay physical camera and the general settings can be seen in the images. I configured

 the value of F-number to 4.0 and the value of the shutter speedpara to 50, leaving the scene 

clearer and sharper. I also set up the white balance to daylight, leaving the scene with more 

natural light, so the scene was not too yellow or blue.



Render

My render settings were very simple as shown in the picture. As explained above, I rendered to

 VRayFrameBuffer and enabled Gamma Correction, which is known as Linear Workflow. I used 

the Color Mapping Reinhard burn value to 0.2 to compensate for the F-number of the camera. 

I would like to remind people that render settings are specific to scenes and copying exact 

settings can cause either excessively high rendering times or poor quality, so I would advise 

everyone to test some parameters in your own scenes and set your settings individually, 

for each scene may be able to have greater quality or faster render times.


DesignN
When the magic happens

Post production

I did the post production in Photoshop CS6 and basically made some corrections to Contrast 

and Brightness. I also reduced by 20% the Saturation for the image to look more realistic. 

Additionally, I made some corrections to the Curves and Levels in part of the scene and a 

light touch of Glow. To finish, I applied a chromatic aberration to look like a photograph.

DesignO
Making it more photorealistic

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