Established in 2013, SpotWorks is a creative studio that specializes in high-end 3D architectural rendering services in Singapore. As an ISO 9002 certified company, we ensure that all our renderings meet the highest quality requirements for execution and delivery. Over 200 prominent architects, designers, property developers and agencies in 37 countries globally have expressed satisfaction with our services.
Over the years, we have worked on a variety of projects which has allowed us to unleash our creativity and develop our 3D software skills to create high-quality perspective renders. Our experience continuously pushes us to be better.
A long-time client commissioned us to work on this restaurant project. The project allowed us to develop a better workflow and improve the technical skills of the team. Our scope of work included modeling, applying textures and materials, amending the lighting and providing direction for post-production and decor.
As a professional rendering studio, our artists enhance the visual direction given by designers. So when working on an interior or exterior scene like the one pictured above, we start by setting up the camera placement to help visualize and determine which models need constructing. It's imperitive to have the camera set up right at the beginning, in order to know which architectural details are needed to make the perspective look good.
The restaurant had a base modeling that was created in SketchUp and was after imported into 3ds Max for the furniture and architecture detailing. To create the photorealistic quality of the scene, we used overlapping software to target different areas and create a stunning final product.
Because lighting has effect on the render’s mood and overall realism, we paid special attention to it. It was also important that the lighting be well-balanced; both in color and brightness of the overall environment.
We used VRaySun and VRaySky for our scene because they provide high quality results in a timely manner. They also prevent the lighting from being overly dramatic. For areas where we wanted the lighting to have more character, we used an HDRI map.
We began to light up the scene by creating a simple render camera and override material, excluding any transparent materials. This provided the team with a blank slate to work from. Below are some of the materials we used, which includes a standard override VRay material, glass material and VRay default sky material.
Generally, to set up any realistic scene, it's important to use real world values for cameras, lights and materials. Nothing should be arbitrary since arbitrary values often overcomplicate things and can lead to unpredictable results.
Below is the VRaySun, VRaySky and VRayToon lighting the scene:
Once the ideal lighting was achieved, we started making the main materials for the overall scene. We kept the materials simple in order to avoid unwanted issues later in the project.
For furniture, we usually use an existing models library to save time. However, under certain circumstances, we model specific furniture from scratch. This was the case for this project. We therefore modeled the furniture in a separate file and added in the necessary details, before importing the models back into the main scene for texturing.
The material mapping for furniture was set up in a separate scene and lit with a standard studio lighting set up. This orgnization of tasks allows multiple people to work on different things at once, increasing efficiency. It also helps make the scene load faster so that work can be completed at a faster rate.
Below is a sample of the materials that were used for the furniture.
Chair Seat Fabric:
Once the materials were in, it was time to move onto improving the camera angles. We set the angle at the beginning to model the details. As more details were added however, we shifted the angles slightly to form a better view.
We believe that composition is key and that there should be a focal point that directs the viewers eyes. So for the restaurant area angle, the dinning tables and the chair fabric were the focal point, with strong lines leading the eye to the bar counter.
We believe that post-production should be kept to a minimum since over-processing an image can ruin its sense of realism. Most of the post-production works can be achieved with a LUT or using simple curves. Below is an example of how we used Adobe Photoshop to edit the image. Any program can be used to complete a general grading on your image.
Lastly, we added in additional accessories and plants in our post-production stage to create a more dynamic scene for the final output.