Making of Destroyed Room in 3ds Max

Giovanni Flauto takes us through the 3ds Max modeling, lighting and compositing for his "Destroyed Room" gallery entry, with post done in Photoshop...

The "Destroyed Room" arises from the need to get out of shape. The habit of creating linear and clean interior images is replaced here by the "disorder" element.


The first step to building a good image is always to search for references that can be used as a starting point for our final result.


After giving a last look at the references you find, we begin by shaping our scene with the Poly Edit function within 3ds Max.

I used the floorgenerator script to make the floor, and to give a realistic effect I modified the Tilt variable.


To find the right shot, I placed the VrayPhysicalCamera on the floor to look for the effect of a fallen camera and accentuate the success of the "Destroyed Room."

Model Furniture

To give more quality and quantity of detail to the scene, I used the templates created by Evermotion for adding the furniture and assets to the scene.

Wind Effect

To complete the modeling phase, and to give an even more dynamic effect, I created curtains using a simple "plane," but added in a wind effect.

Light Balance

I started to "sculpt" the light looking for the right balance. After generating a generic material, I do some test renders, turning on one light at a time. I eventually found the right balance between sunlight, sky, and artificial lights, and then I balanced the chromatic contrast. This is a delicate and important element because if the image is well balanced, it will also be like this after the material settings.


For the material setup I mostly used simple materials like "VRaymtl," and just some combinations of "VrayBlendMtl." Contrary to what many people think, this is a demonstration that you can achieve a great result even without using complicated materials.

Render Setup

While for test rendering I have put very low settings so that the PC can give me instant feedback, for the final rendering I set everything high to have a well-defined image from the export. I also insert the "render elements" that we will use for the post-production phase in Photoshop.

Compositing in Photoshop

To start, in the postproduction phase, I insert levels of "Brightness / Contrast" and "Curves." After that, I balance the white of the image through the "Threshold & Curve" levels. In the third step I combine the different render elements with the main image.

Detail, Photobashing & Final Render

The last step of post-production is the insertion of details through the technique of "photobashing." Finally, I emphasize everything with a contrast mask and a vignetting effect.

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