Rio Febrian | 3D Artist | Denpasar, Indonesia
Hi all, thanks to the CGarchitect team for this great site and thank you for all who give comments, feedback and encouragement. In this article I will try to write the Making Of Siek Box House. This is my work for challenge the facebook group “3D Render Party”, and this box house is the 5th season of this group's challenges. The building model was provided by Arya Siek (the organizer/administrator of this group/challenge).

CONCEPT AND WORKFLOW
I believe that the preparation and planning step is very important in every visualization project. I was imagining which environment would be good for this box house. I had a simple picture in my mind about a silent river beside the house, with many stones on the river. I used Linear Workflow for gamma setting in my scene, and I turned the gamma to 2.2.
MODELING
As I mentioned before, this model was provided by the organizer of this challenge. But I remodeled this whole part of the house because I wanted to put some details with chamfered edges on every corner edge. I believe in reality most of the corner edges around us are chamfered, not sharp like a knife. I also made some details like screw heads on the railing. 
TEXTURING
Most of the textures that needed dirt, like the concrete wall, the window frame, railing, back-wall panel, pool andconcrete, used the VrayBlendMaterial. I used VRayDirt for the 1st and 2nd blend amount. But you have to swap occluded color and unoccluded color in it. One of the V-Ray dirt is normal, and the other one is invert normal, to put the dirt on both directions of corner (inside and outside). The last blend amount is for the leaking part at the bottom of the wall, I used a leaking texture from www.cgtextures.com. Many of textures in this scene came from there. Here are my material setting for concrete wall:
I needed to put different map channels for the dirt, so here are my UV mapping for the wall:
I used the same method for the railings, pool concrete, window frame and back panels textures.
Here is the ground material where I applied the VrayDisplacement modifier:
LIGHTING AND GI
In this scene I only used VRay Sun for the lighting. To get this kind of dusk mood, I put the sun at a very low angle and I increased the size multiplier to get blurred shadows.
Next, we have to define the environment background and GI. I used two slots for the material, one of them for the background, and one for lighting (GI). Both were made the same, but just in case I needed to make some changes, I made them in separate slots. For the environment background and GI, I used a mix of material between VraySky and Bitmap. The bitmap is a 360° sky bitmap that I downloaded from www.cgtextures.com, I choose the dusk one. I did many tests for this to define the mix amount (which one is better, close to the VraySky or close to the bitmap sky). In the bitmap, I also brought the RGB levels up to get the right level. Here is the mix:
GRASS, PLANTS AND SCATTERING
I used models from iTree and Evermotion for the trees in this scene and of course I proxied them. For the grass I used models from iGrass, and then I scattered them using multiscatter and multipainter. I also painted some gravel on the ground. Here you can see the scatters I used:
Main grass:
Field big-grass:
Gravel (I used the asteroid generator script to create many different shapes of stones):
RENDERING
I rendered this scene with V-Ray, my favorite render engine. Here are the render settings:
THE POST-PRODUCTION
In this post-production step, I used Photoshop and MagicBullet PhotoLooks. Actually this is not a heavy post production. I only did color corrections, added contrast, glow and fixed the saturation on grass. Here are the layer/steps:
Original render
Darker water and stones
Color correction and add contrast
Color correction and sharpening
More sharpening on the gravel and stones area
Reduce grass saturation
More contrast and sharpening on the left/foreground tree
Adding sky glow
Adding a little bit fog using Z-depth
Add darker part at the bottom of the stones:
As you can see, the post production for this scene is not complicated, it is only about adding contrast, color correction, and adding fog and glow. But the most important thing is to think creatively when we compose the image.
Here are the wireframes for every single view that I posted before:
Well, I hope you enjoyed this article, and may it help you in some way. Please feel free to ask if there are any questions.
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92 Comments
aleksandar Ivanov
said 7 March 2012 2:20 amZoltan Gelanyi
said 7 March 2012 2:22 amEspecially the part of the post production.
Thank you!
Patric Verstraete
said 7 March 2012 2:41 amhary jumayan
said 7 March 2012 2:53 amPanjul _Be
said 7 March 2012 3:00 amFrontop Long
said 7 March 2012 3:09 am___________
3d rendering
Adeel Hameed
said 7 March 2012 3:44 amPeter Ramirez
said 7 March 2012 4:48 amPasca Putra
said 7 March 2012 4:52 amJavier González
said 7 March 2012 5:17 amAlejandro Aguilera
said 7 March 2012 5:42 amyasmax saeed
said 7 March 2012 6:55 ambig tutorial......
Alvaro Mendoza
said 7 March 2012 12:02 pm_BluerooM _
said 7 March 2012 1:09 pmRio Febrian
said 7 March 2012 5:12 pmAdy Syuyud
said 7 March 2012 7:07 pmIrawan Creating
said 7 March 2012 9:31 pmSinung wahyono
said 8 March 2012 7:06 amnanang subagio
said 8 March 2012 7:11 amRio Febrian
said 8 March 2012 8:11 amLars Oomen
said 8 March 2012 12:11 pmRio Febrian
said 8 March 2012 6:25 pmThanks Lars Oomen, yes I use VRayPhysicalCamera for all views
phuoc nguyen
said 9 March 2012 6:20 amyour post really awesome
Rio Febrian
said 9 March 2012 7:51 pmAmir -H Qashqai-P
said 9 March 2012 10:26 pmja yoes
said 10 March 2012 12:54 amlam kenal bro
bruno silva
said 10 March 2012 3:49 amjust lovet, but theres no vray sttings of the vraycamera
please could you post the settings?
thanks
Rio Febrian
said 10 March 2012 6:44 amja yoes: Thank you, salam kenal juga bro Jayoes.
bruno silva: Thanks Bruno. My VrayPhysicalCamera is actually default setting, I just changed the focal length to 28mm (to get the wider angle), changed the f-number to 5.0 and adjust vertical shift by clicking "guess vertical". The other else is default. And if the exposure still not correct when I test render, I just changed the f-number or shutter speed to get the right exposure.
bruno silva
said 10 March 2012 6:56 amthanks for the information
you did amazing work and thanks for sharing your knowledge
thanks
philip kelly
said 11 March 2012 1:43 amAn off topic question, I always look at people apps in the tool when they show screen shots. May I ask what are the green app with the phone on it and the purple one also?
Odd question I know.
Thank you .
Phil
Rio Febrian
said 11 March 2012 4:55 amThe green app is my modem application, and the purple one is torrent app
philip kelly
said 11 March 2012 4:07 pmgelink
said 12 March 2012 9:12 pmRio Febrian
said 13 March 2012 5:45 pmMaros Dudra
said 15 March 2012 10:26 amDavid Jimenez
said 15 March 2012 3:12 pmRio Febrian
said 16 March 2012 6:45 amDavid Jimenez: Thanks
dwi atmoko adi
said 18 March 2012 2:08 amFabio Augusto Salazar Rivera
said 20 March 2012 1:11 pmindran ravi
said 21 March 2012 6:46 amRio Febrian
said 21 March 2012 7:23 amJulien Lomessy
said 24 March 2012 10:54 amGreat work!
We're a French Parisian company specialised in architectural renderings. www.morph.fr
We would like to get in touch with you in order to discuss a possible collaboration.
Please revert to me on the office e-mail (contact@morph.fr)and I'll get back to you shortly.
Best regards,
Julien
Rio Febrian
said 24 March 2012 10:05 pmDhani Ramadhan
said 27 March 2012 6:36 amcongrats !
Rio Febrian
said 27 March 2012 6:45 amPatricio Viale
said 27 March 2012 7:50 amDorklord .
said 27 March 2012 10:41 amRio Febrian
said 27 March 2012 10:58 amDorklord: Thank you, I just used VrayLight sphere for the interior
Vu Pham
said 30 March 2012 1:28 amLove your execute on those nature stuff, so nature.
gu wen
said 1 April 2012 12:38 pmRio Febrian
said 1 April 2012 12:40 pmGu Wen: Which documents do you mean?
Michelle K
said 2 April 2012 6:02 amdp studio 3d
said 2 April 2012 9:33 ambest regards
pep romero
said 3 April 2012 7:23 amReinaldo Handaya
said 3 April 2012 10:30 pmRio Febrian
said 4 April 2012 11:13 amRio Febrian
said 4 April 2012 11:16 amJose Luis Romero: You're welcome, Jose
Reinaldo Handaya: ampuun guruu ^_^
Anh Hai
said 20 April 2012 1:32 amRio Febrian
said 25 April 2012 6:48 pmdody ardiansyah
said 1 May 2012 10:28 pmRio Febrian
said 1 May 2012 10:57 pmPhil Hunter
said 5 May 2012 12:16 pmGreat work really nice. How did you deal with the large poly count from the house model and then the additional poly count from the environment and vegetation. Is it a case or more ram or do you have a neat tricks and suggestions?
Regards PH
Phil Hunter
said 5 May 2012 12:16 pmGreat work really nice. How did you deal with the large poly count from the house model and then the additional poly count from the environment and vegetation. Is it a case or more ram or do you have a neat tricks and suggestions?
Regards PH
Rio Febrian
said 7 May 2012 8:41 amThank you for your appreciation. I think we have to have a good graphic card to deal with high poly count, to make our viewport not heavy.
d wid
said 7 May 2012 4:01 pmMuneer Ahmed
said 8 May 2012 12:50 amFerry Sugianto
said 24 May 2012 10:49 pmRobby Cahyadi
said 25 May 2012 9:18 pmCurtis Walker
said 29 May 2012 2:58 pmI think you really hit the nail on the head when you said "the most important thing is to think creatively when we compose the image.". When its so easy to get caught up in the texturing, rendering and post production. We have to remember that its the composition that is vitally important, none of that matters if its chosen poorly. its all to easy to forget that, or just miss the mark (myself often included).
Great job sir. And thanks again.
Gaston Lefebvre
said 30 May 2012 10:11 amNigel Stutt
said 31 May 2012 7:49 amI have one criticism if I may, concrete stains down from the roof edge, not up from the ground, in my experience. Stains from concrete, render, and the like are all caused by regular run marks from rainwater - so you tend to get them particularly from badly constructed cills which don't have sufficient overhang, and sometimes from roofs which also dont have much of an overhang. The only staining you might get from the base of the wall would tend to be a little moss growth where the water seeps up the outside of the concrete a little bit if the concrete is slightly porous.
Anyway otherwise it is truly excellent.
Rio Febrian
said 31 May 2012 9:36 amHi d wid, I used a plugin for photoshop called magic bullet PhotoLooks. There is a tool called "diffusion" to make a bloom/glow on the very-bright area. And we can color that diffusion also
ella pit
said 4 June 2012 5:49 pmRio Febrian
said 7 June 2012 5:21 pmThank you Muneer, makasih sama2
Rio Febrian
said 7 June 2012 5:23 pmRio Febrian
said 7 June 2012 5:27 pmRight, I agree with you, Curtis. Sometimes is hard to find a good composition and angle
Rio Febrian
said 7 June 2012 5:34 pmIt was approximately 2 hours per image. I use i7 2600k.
Rio Febrian
said 8 June 2012 12:43 pmThanks a lot for your critics, I think you are also right about that stains on the concrete. The main stains comes from the top, and the moss comes from bottom. Thanks again bro, I will noted that for my next works
kas yensz
said 20 June 2012 10:58 ami got only a few questions..
i cannot get my water right.? some tips mayb?
and how do you extract the Render out of max, in layers in photoshop?
It would be a great help
cheers
Shihab Yousef
said 10 July 2012 1:32 amvery informative. I learned something new by reading your tutorial.
Thanks my friend. God Bless you!
hana saba
said 23 July 2012 12:29 amhana saba
said 23 July 2012 12:30 amMojtaba Yaghoobi
said 23 July 2012 2:29 pmILIA IRANI
said 14 August 2012 10:22 amRio Febrian
said 22 August 2012 11:29 amThe water I just give noise on bump, you have to adjust the size of that noise. And for this river water I give a bit dark-brown for fog color.
The render elements will automatically extracted to be individual layers in photoshop if you check "Save separate render channels" on V-Ray Frame buffer tab.
Rio Febrian
said 22 August 2012 11:41 amIt was about 1,5 hours on 1600 px resolution bro.
Lucky Bisasu
said 30 August 2012 3:43 amthanks for sharing...
Sukses terus
Michael Fountouklis
said 16 October 2012 9:09 amI am looking at this work almost everytime i need to get inspired!
One question, the wireframe shots you have at the end,
how did you created those?
Is it a shaded model with edges on? And then rendered? Or just print screen? Or is it another way/program?
Thanks a lot!
Keep it up!
yojan yluismm
said 17 October 2012 8:08 amLuca Ottaviani
said 20 April 2013 7:33 ambest regards from Italy
Rio Febrian
said 20 April 2013 7:58 amThanks Lucky, Michael, Yojan and Lucky.
The answer for Michael's questions:
You need to use the vray edgetex material, its let you choose the colour of the lines and the solid elements too, you can make the solids transparent if you don't want hidden line style. And then drag that material slot into the override material button in the render setting.
arezoo mirshekar
said 22 April 2013 9:28 am