Topic - Budapest downtown apartments

Hi modo people,

I'm about to finish a larger project: creating interior visualization of 13 appartments in a downtown building in Budapest. It's a pleasure to share it here.

Interior designer was Monika Frey, visualization by me. All done with modo.

In the first round I modeled everything and created semi-clay floorplan renders to show the volumes and the functions of the spaces. Here are some examples:





After finishing these we started to add more detail, lights, and texture to the spaces. We've done almost half of them, but there's a couple more left.
I'll keep on posting them.

Here are some which I like:




(credit for fire goes to Gelmi - many thanks)



Render size 979x535 pixels. Quite small, but this was the wish of the web-designer :/

Message edited by Misu on 9/5/2012 - 9:14 AM

These look great would love to see more. My only comment which is about the design not the 3d work is that the book shelves in the last picture seem really impractical, yould need a really tall (20' +) ladder to get to those books on the top shelves. I could see an opening about the same size as the top 3 shelves being used as a picture area but using it for books means those books are almost never going to get read unless there is some convenient ladder system installed.
I agree. Without a ladder those bookshelves look simply funny there :)

Message edited by Misu on 8/15/2012 - 5:24 AM

These are great! Man, I want one of these apartments :-)

PS - Just add a ladder :-)
Another one:







And some more:





These are lowres images for web. Average render time: 6-8 min
Later I'll render some bigger ones for print.





Message edited by Misu on 8/15/2012 - 3:21 PM

Hi Misu...

Great work, lots of detail, I'm really interested to know how you lit the scene, was it just with HDRI lighting or have you used lights. It does look like the modeled lights in the scene have any modo lights attached is that so? Have you tried using modo lights or ies lighting profiles? If you have I'd love to hear your experince of them, I've been trying to get my head around using them and just don't get great results.
God, I live in a shit hole.

Thanks a lot you arch viz people for rubbing it in.
Really beautiful work and nice apartments, but clearly not a good place for pack rats! Your lighting is very nice!
@Emma::]
@zuu: thanks!

Quote from NZAPE :
Hi Misu...

Great work, lots of detail, I'm really interested to know how you lit the scene, was it just with HDRI lighting or have you used lights. It does look like the modeled lights in the scene have any modo lights attached is that so? Have you tried using modo lights or ies lighting profiles? If you have I'd love to hear your experince of them, I've been trying to get my head around using them and just don't get great results.


Hey NZAPE,

Thanks for the question. First of all I have to mention that I'm still using 501, which doesn't have the portals yet, which seem to be really great, producing better results than this method that I'll explain, but this is working quite well for me right now.

This is how I light most daytime interior scenes:

A, DAYLIGHT

1, Environment: Creating interior visuals I ususally just leave the Environment Material on the basic 4 color gradient, or pure white. Strong HDRIs affect the color balance too much. I rather tweak the coloring with interior lights.

2, Sunlight: Directional light, Physical Sun on, 3-8 W/srm2, Simple Shading off, Spread Angle 2, Time 15:00 (or whatever), tweak the direction with north offset, samples at least 150.

3, At every window there's an area light outside each window, or maybe bigger ones overlapping more openings. They have to be around 50-100 cm away from the windows, and slightly bigger than the opening itself. I ususally leave the color of these pure white. They can create really nasty noise effect in speculars, so either you should turn down the specular of surfaces affected, and/or use more samples for the lights. I use 200 at least, but it's still not good enought. Too many samples result in longer render times, so I usually choose to heal the noisy areas in PS with some blur.

4, The Trick: to achieve a realistic bright interior without cranking up the indirect bounces to 100, I create a lightbox mesh which practically fills the whole space keeping about 30-50 cm distance from all other objects. This gets a material with 0,7-1 W/srm2 luminous amount and a luminous color layer with a preview render of the room mapped with solid projection type all over the surface with around 25% opacity. Like this the indirect lighting will slightly spread the colors of the interior all across the space, which makes it look more realistic. I learnt this method from a video tutorial of Brent Chamberlain. Works perfectly.
It takes a few minutes to model it, but worth the time.
It looks kind of weird in openGL, so I recommend to check Bounding Box in the display tab.

B, ARTIFICIAL LIGHTS I don't attach light sources to all modeled lights, just to the ones that really need it, like spots, and table lamps, where the light patch projected on the wall would add to the visual experience.

I hope this helps, just try it!
:)




Wow Misu...

That's a great reply, so much to take in and study, so I'll take a look at my bathroom scene and see how I can improve it.

Cheers
Go on, just practice! Is there a post where we can see your bathroom scene?

Tomorrow I'll be ready with this project :]
Check out the latest renders in the gallery. I keep posting them.


I love the design very much. The render is also nice.




______________
architectural rendering
hi

very nice renders.
do you have a link for the tutorial from Brent Chamberlain ?
Or maybe you can illustrate what you said ? a sceencapture of your scene ? (i mean for the part where you talk about "faking" GI)

thanks
Laurent
Quote from wingchun :
hi

very nice renders.
do you have a link for the tutorial from Brent Chamberlain ?
Or maybe you can illustrate what you said ? a sceencapture of your scene ? (i mean for the part where you talk about "faking" GI)

thanks
Laurent


Hi Laurent,

I checked it, the files are not there anymore, so I just upload part5 of the tutorial for you. You can download it from here: http://speedy.sh/mYXMk/POOL-VILLA-video-5-HR.mov
Brent talks about some basic lighting principles in the beginning of the video.

I also made a screenshot for you to show how this lightbox looks like.



Basically it's build of very rough cubic shapes, filling the gap between all visible objects, keeping about 20-100 cm distance from all of them.

I usually use the pen tool to draw it's "floorplan" in top view, extrude it, then use bevel to grow it. A huge invisible monster crawling in all empty spaces.

It doesn't need to be too accurate, sometimes it's erratic form is what makes the lighting more realistic...

I wrote before how to create the material. Let me know if something is not clear.
Hi Misu

it's all clear. Thank you very much :)

Laurent
Thaks alot, Misu. Great info, good job!!

The video stop in 00:56, is my download?? Please retry !! Thanks
It stops here as well. Sorry about that, it seems to be buggy. Maybe anyone else has a healthy copy of these videos?
uh...I do.
I would make the luminous blimps a bit more random and smaller. Then you can turn up the light a bit and get more highlights in key areas.
overall looking good.
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