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 →

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 →