Archi_Vintage 1958


Un gros wip Archi Rétro 1958 avec une belle Aston Martin DB5 .
Je vais essayer de rester dans l’esprit Vintage en detaillant mes réglages / setup Vray 3.4


Setup Lighting HDRI Vray 3.4


Setup Kam Vray 3.4


Hi !
Step Texturing House. & lighting.


Pierres + Lights intérieurs.


Next level : Outdoor workinprogress.


Nouvel aménagement du parc végétal arborant la maison. Un travail plus réfléchi aussi.
Yaya °)


Update !


Phase 2 : Evolution Topologie terrain.
Arbres 3 d / Background.


Full 3d terrain :


Hi !
First Vray rendering full scène ( Progressif = 15 mns )
No postprod !
Next Level = Correction reflexion DB5 + Rendu Final Bucket Mode & mastering Photoshop CC.
Yaya °)


Hi !
Game Over


Hello friends.
The following with the screens of the evolution of the image.
The frame :
I followed the rule of thirds basic, although I think my framing is not great.
The strong point of my image is in the 2nd tier, so I balanced the rest.


Field :
Everything to the mano:
Thank you cgtextures …
So I released a top view of my model in cellulo: 8000 X 4500 to get a max of resolution.
After I do not know how many hours spent assembling all my textures on my cellulo, my map was finally ready
I apply this one in planar mode on my land and do the same with the map Displace:


The grass:
I used the free plug-in Grass Kit V2, super convenient, intuitive and powerful. I prefer now to go through this tool than to use the object “Vray fur”.
> Layout on part of the land in Tufts of Herbs box mode. It’s heavy but the result is quality.


Ivy management:
Again with the help of the free Ivy Grower plug-in we easily create ivy on our volumes.


Add details for a little more realism:
With the tools Mograph and Xref, I just add borders / tufts of grass at the feet of the walls.


The management of pebbles on the way:
Mograph is very useful. Layout of a single pebble pattern on the multi-layer / level path with the Mograph X 5000 tool!
Why not use a map Displacement? because I really wanted to push realism with polygon.
The map of displace of the ground on which are arranged the pebbles does all the work of the blow! deformation of the surface, so pebbles seem more natural at the level of the layers. (4 in total!)
The result looks not too bad:


For the PostProd phase, very few layers were used.
The layers:


Post prod phase layers off / on.
Improved details:

1 layers off (raw image)

2 Layers on (postprod)