I really liked this free scene I found over – https://cgaward.com.ua/eng/publications/3d-modeli/free-scene-interior-3dmax-corona.html By Artist MIBS. www.mibsstudio.com https://www.behance.net/idzwan I highly recommend you visit his site for other great free stuff for rendering/material practices. So, I thought why not try to recreate this scene in Blender with same fidelity as Corona and 3ds max and hence I started experimenting with below as my final render – Kindly keep in mind that I am still in process of learning blender and there might have better approaches to material and lighting than my process.  I am providing the complete Blender file so everybody can experiment and improve upon my quality.Read More →

I am basically a complete beginner myself when it comes to Blender workflow, but fortunately I was able to learn so much on forums and YouTube that I was able to render out a decent image in reasonable time. I will try to breakdown my process of lighting a simple scene exported from 3ds Max as .FBX format and rendering it through Cycles in Blender 3D.    Below images show the imported scene in Blender (Exported on default settings of FBX from 3ds Max)– As you can see it’s rather a simple scene without any complex lighting scenario making it ideal for experimentation in Blender.Read More →

Started using Blender 2.8 in April (Of Corse due to Corona lockdown) and been fascinated by it since then. I am a 3ds Max user from past 10 years and it’s been a hell a of ride learning Blender because of it’s UI and how it manages everything. But I can assure you guys that – Blender is Awesome. It’s 100% free and found it to be more stable than 3ds Max. There are some short comings specially in modelling department (Really missed the 3ds Max’s Spline Tools) which can be somewhat neglected through change in modelling style but overall Blender’s modelling is solid. UVWRead More →

Trying some basic stuff in Unreal Engine 4.12. Recreating the materials and lighting mood. Design and setup inspired by – http://www.archdaily.com/173683/inhabited-furniture-nicolas-reymond Unreal Engine Settings – Baselightmass.ini tweaks Used Portals on each window. It took 30 minutes to build on Dual Xeon E5-2680 V3 Workstation. Here are the snapshots for Skylight, Light Source and Post Process used in the scene – Skylight – Light Source (Directional Light) Post Process – END.    Read More →

When I first started learning Unreal Engine, I had to look so many tutorials and blogs to understand basic workflow required for creating Real Time Architecture Visualization. It was not easy at all to get help in this regard as there were almost no tutorials or blog associated with this topic. Looking here and there for help, I got some basic idea of the workflow required to start importing my geometry in Engine, riding on the wave of my newly got knowledge I started importing objects, how tough it can be to export and import .FBX format? I was able to quickly import the basicRead More →

I will be taking 3ds Max and Vray lighting workflow as a reference to recreate the same in Unreal Engine 4. Main focus will be on Unreal Engine, just giving reference to 3ds max and Vray settings. (It’s not a 3ds Max and Vray Tutorial) General Lighting methods prevailing in Arch-Vis industry using 3ds Max and Vray – Exteriors (Combinations) VraySun + VraySky VrayDomelight with HDRI + Directional Light (For simulating sun, if required) Artificial Lights as per requirement (mainly in Dusk shots) Interiors (Combinations) VraySun + VraySky + Vray Skyportals VrayDomelight with HDRI Artificail lights as per requirement (used as fill lights or sometimeRead More →

Hi Friends, It’s a nostalgic feeling, walking on memory lane. Trying here to recreate the work of my mentor Stanislav Orekhov. While shuffling  through some of the old files, I stumbled upon this scene I received during my Vray training in year 2010. Thought to give it a try in Unreal Engine for some new challenges in lighting and material recreation and I am happy with the results.      Read More →