Article written by Sérgio Merêces.
Hello everyone, my Name is Sérgio Merêces, I’m a CG and 3D architectural visualization artist based in Portugal,I started my career in 2003 as a generalist 3d artist in a video game company where I worked until 2008. In 2009, then began my career as Arch-viz artist until day.
First I want to thank RenderSpirit for giving me the opportunity to show my work process to the community.
Mine greatest inspiration was the MIR projects, Architizier and the most import real photos from the architectural photographers, where I go often to search my references.
So let’s start!
When beginning a project, the first thing to do is always adjust the settings of the gamma and units that I always I use (meters).
I always put my gama 2.2 as it shows in the image in the 3d studio max preferences.
In Vray settings I always use 2.2 and Reinhard.
I’ve started the house modeling using a box and inset the 2 faces and bridge these 2 faces, in result I’ve got simple base model.
Now the fun part, to design and modeling the floors of the building I used symmetry modifier.
I was adding symmetry modifiers and adjusting it with edit poly.
For the interiors of this building I used Vitra furniture. Offices tables, chairs, lamps, etc.
For the vegetation I used the R & D Group trees and I used the plugin Multiscatter to spread the trees all over the scene.
For the lighting of the scene I usually use a V-Ray dome with HDRI and in some cases i prefer use the vraysky and a vray sun. If the scene is for daylight use i use both, if is for a rainy day, sunset or night I just use the hdri with vray dome.
In this case I only used a V-Ray Dome with a HDRI.
And for the interior light I use V-Ray plane lights with an orange color.
Materials and Textures
For materials and textures I have not used any type of special materials, all materials in the scene are quite simple.
For the building cover I used a zinc metal gray.
For the Interiors (floors, walls and ceiling) I used wood material.
For the building windows I used this glass material:
For the bulding surrounding garden grass I used displacement map and V-Ray displacement modifier.
(displacement texture used in the vray displacement modifier)
I take the post-production as the most important step in order to reach the final image that idealized. The first one is about to correct Gamma, Saturation, Levels. All these are used to correct the materials which came from the RAW Render to turn them as best as possible.
After correcting the gamma, saturation and Levels:
After finding the balance of colors and Gamma, here cames the phase of adding some life by adding people and light effects:
God Rays effect
I made a copy of the raw render, and I desaturated it then applied a control levels where I pulled the blacks to get the result You can see here:
Then applied the radial blur filter and got my god rays. I used Soft Light layer Blending mode.
To complete the picture I made some small color adjustments with the Hue, Saturation, and I got the final image.
I hope everybody enjoyed, was a pleasure to contribute to the community with this making off.
For the whole portfolio please visit: www.sergiomereces.com/.