3D artist Emircan Uzun walks us through his trendy and magazine-worthy white marble living room.
IN THE BEGINNING OF THE PROJECT
Imagining and believing in a project are the two most important steps. I used my imagination to make this project. I was inspired by my own dreams in creating this scene. I wanted to have a place where I wanted to live and be peaceful.
When modeling, it is necessary to first reveal the coarse mass. After creating a space, we have to create a sense of living – a feeling that someone has been in that space. You need to pay attention to this to create a realistic 3D visual. We can fill it with accessories, small details, such as a kitchen utensil that has fallen on the floor or a piece of cloth that rests on the sofa.
To accomplish this, I often download model packs (generally free of charge) from 3dsky or Evermotion. I began by creating the floor with FloorGenerator, and I then modeled the kitchen and the kitchen cabinets on the left side of the image starting with a box.
When creating textures, I usually get the material from real pictures. I apply seamless textures that I find from doing a basic Google search, or I transform pictures that I took myself into textures via Photoshop.
After creating the floor with FLOOR GENERATOR, I used MultiTexture to attain a realistic look. MultiTexture is achieved by making real photos seamless with Photoshop and creating individual skins. In the real world, there are texture differences in wood or marble surfaces, and when designing digitally, it is necessary to show these texture differences.
The most reliable way to determine the pores of the concrete surface is to create its bump channel an apply the bump.
Perfecting your camera work is very important if you want to create a beautiful visual in a project. A good camera angle eliminates visual errors. Unfortunately, there is no camera in the real world that can capture the view of a human eye, but it is necessary to use the best angle possible. In my projects, I take great care to choose vertical or full diagonal angles. If I don't want to get a cinematic image nor want to emphasize, I'll place the camera angle at a height that the human eye can see.
I used 3 cameras because I thought I could faithfully represent this space from 3 angles. VrayPhysicalCamera is the type of camera I generally use when working in 3ds Max. This is because they are more realistic and easier to identify.
For indoor lighting, I prefer Domelight + HDR in general. Since I rendered the image of this place with Corona, I transferred the HDR to Corona, and then I transferred the HDR by assigning a Corona bitmap to the environment inside Corona. Then I illuminated the scene.
Apart from that, I completed my lighting with PlaneLight, which I used in front of the windows as auxiliary lights.
For the final rendering, I chose the Corona rendering engine. In general, I got a rendering without adjusting the settings too high.