Echoes of the Past

Hello everyone!)
I’m presenting my new work to the world to inspire and motivate everyone to become better than yesterday))
Just for this it was created, and lastly for the portfolio and soul.
For some reason it felt like)
It’s great that there was time for it. There is always something to finish and redo, that is why there will be always this understatement …
Recently, there have been kitchens among my projects and they were the first brick that provoked this work, in a good sense of the word.
Further were inspirational stuff, workflow, posting and here you go, me sitting and typing this text for you)))
I used 3ds Max + V-Ray + PS + Personal time.
I want to awake the desire in you to become better for yourself not someone.
Be in a good mood for the rest of your beautiful life. Thank you for attention.
Thanks to the right people for their support and inspiration …

Interior AM

This project was based on a real-life apartment in russia by INT2architecture that was featured by archdaily (http://www.archdaily.com/866820/interior-am-int2architecture)

I wanted to recreate it with my own personal flair.

mechanic’s house

The image presents the house located on the slopes of a Zagreb’s mountain near the ruins of the old cement factory. The essence of the dramatic historical environment is captured with the atmosphere which stirs real feelings in the observer as he would feel at the particular site.
The final highlights of the environment were added in post production using Photoshop.

House By The Lake

With this project I expanded my learning with Corona to include some exterior scenes.

Unfortunately due to hardware limitations (my computer at home is very old!) I had to limit my forest packs and overall scene size to get the images to render. Also, some of the scenes are quite noisy as the render times were quite long and I tried to stick to a very tight timeline.

Tomorrow Night

I was inspired by the Grieghallen tutorial by Tamas Medve
(featured a long time ago on the blog) to try my hand at making his
wet stone pavers before the competition was ever announced.
When the competition started, I figured it would be a good
opportunity to both add to my portfolio while also testing the
pavers in a full scene.
My computer at home is quite old and as such it really can’t handle
large expansive scenes, or scenes with a lot of assets or accessories
so I had to be clever about chosing my camera angle. Luckily I
found a reference photo of the building online which I used as my
inspiration. The angle is suitably dramatic and also limits the
amount of background scenery I would have to build, allowing me
to focus on the lighting and materials and not worry about my
computer dying!
The scene itself is fairly straightforward spline modeling for the
most part. The pavers out the front are a simple texture with a
custom displacement as in Tamas’ tutorial – with a plane of water
put on top to simulate the puddles. The background (and the
reflection in the windows) are free building models downloaded
from 3dsky.org and most of the textures came from my own
personal library, Arroway or Textures.com. The background trees
are a simple forestpack with some zDepth applied in post
production. I made extensive use of the Corona Light Mix as it
allowed me to leave my computer render the scene out once (as it
took forever on my old machine) and then tweak the lighting
afterwards to get it looking how I wanted. I don’t think I would
have had the time otherwise to adjust the lighting in the short
amount of time I spent on the project (overall I think it was 3 days
after work).