Category Archives: Tutorial

The Making of “Living Room in LWF”

Hi guys, today I am going to guide you on how to make the Living Room in LWF rendering in 3dsMax Design 2011, Vray 1.5 SP5, and Photoshop CS5 from set-up to post processing. Without further a-do let’s keep the ball rolling!

This would not be as detailed as other tutorials out there, but this somehow will guide you through the entire process. And you will achieve this: (Click to enlarge)

Okay let’s start! First your gamma setting should look like this:

Let’s go to top view so that you could see my lighting set-up

I just made a single vray light plane outside the room and copied (instanced) and scaled them to each windows. See below the settings of the vray light plane:

I always set my Intensity mode to “Temperature” and set it to 6000 to achieve a light bluish color. Intensity multiplier will depend now on how bright you want to achieve on your scene, for now I set it to 40 ( a very bright intensity)

We will now zoom out a little bit to see the location of my Sun and Dome lighting:

I used Directional light for my sun (for me it’s easy to manipulate), give it an orange-peach color and Vray Dome with HDRI for my ambient lighting. Please see settings below:

I will also include the material settings of the wood flooring and the curtain (if someone would ask…)

For the curtain material, I used Vray 2-sided material. Create first the front material, drag (copy) to 2nd slot to create Back material of the same setup but, give it a subtle refraction. Now, give it some translucency of RGB:20,20,20

As for the camera settings see image below for set-up:

I dropped my F-number to 1.6 to drastically have a very bright ambiance.

And finally the Vray settings, see image below:

It’s very typical as you would see, except for the Color Mapping in which a set-up for Linear workflow.


Final (Post-Processed):

As for the post-processing, see images below my procedure on how to achieve this kind of bursting blue and green colors saturating in my images:

First open your raw (beauty) render and AO Pass, duplicate the AO Pass to your beauty pass then set it to Multiply and set Opacity according to your taste.

Without AO:

With AO:

Merge visible

Make adjustment layer “Levels” and follow these settings:

Make adjustment layer “Selective Color” then follow these settings:

Make another adjustment layer “Selective Color” then follow these settings:

Now here’s my favorite part, the color balancing, here I freely adjust the colors and of course according to my taste, you should try to do your own settings too. But for now, if you want to achieve a bluish/greenish tint on your renders you should/must follow what I have created.

Set your Shadows, Midtones, and Highlights Levels with these numbers:
Shadow Levels: -12, -5, -11
Midtone Levels: -15, -10, -25
Highlight Levels: -10, -2, -7

When you’re done, your image will look similar or closely on what I have got:

Then, make the last selective color adjustment layer:

Click the “Background” layer, duplicate it (Ctrl+J), and move it on top of all the layers then set it to Sof Light with opacity of 20%

Then click again the “Background” layer, duplicate it (Ctrl+J), and move it on top of all the layers then set it to Color Burn with opacity of 20%

Then merge visible

And finally, put some vignette and CA (this is optional)

That is all my friends. Hope you find this mini tutorial very useful to your projects. See you again guys!!!

Raw render:

Final processed render:


How to create a nice pillow

Hi guys, i’d like to share my workflow on how to create a nice pillow in 3ds max. I’ve used 3ds Max Design 2011 for this tutorial, but you can use your own version as long as we have the same modifiers and tools as we go along. I would like to be as detailed as I want to, for the benefit of those who are new to Max Modeling. So I will not let you hanging, let’s move on!!!

1. Fire up your Max program, go to perspective view and drag a box. See the highlighted portion of the image below for the measurements I used. I’m using meters for my units, and this will also depends on what you are currently using.
2. Go to modifiers tab and look for the Relax modifier, and input the values i have used. You will see that the box has a smoother look.
3. Then convert it to Editable Poly
4. While the object still selected, go to edge selection then select the mid-part edge of the pillow and click Loop.
5. Chamfer the selected edges with the given values below.
6. While the chamfered edges are still selected, hold Shift and click the Polygon Sub-Object icon to change the selected edge to polygon. A trick? No, this is not new with Max monsters out there…
7. While the Polygons are still selected, we have to Extrude it to make pillow shams (hope I’m correct with the term). Choose Local Normal to extrude the polygons outward on its current normal position and see other values below.
8. Move closely to the created sham, select the adjoining edge and Ring it to select all the sham edges then click Connect. Apply 2 segments and Pinch it and or look for the highlighted portion of the image below.
9. Do this also to the face of the sham. Select one edge then click Ring. Don’t forget to select also the edges on the back of the sham. Then click Connect and use the values I’ve applied.
10. Apply also an edge loop on the sham connector. See the values I’ve used.
11. When you are finished, Go to Vertex Sub-object or type “1” for keyboard shortcut and manually adjust the sham folds. See images below.
12. And for my own preference, I’m going to apply the “Use Nurms Subdivision” located at the Subdivision Surface rollout of the Editable Poly Modifier to make a quick preview on how it’s going to look like when applied by TurboSmooth Modifier. When you’re satisfied with the look. Apply a TurboSmooth modifier with 1 Iteration.
13. And eventually apply a Cloth modifier, click on Object Properties then apply the settings i used.
14. And the most exciting part, go to Cloth sub categories by clicking on the “+” sign then select Faces, and a new rollout will appear. Click on Simulate Local and the “Live Drag!”
15. After doing the procedure above, click and “hold” a single face of the pillow, then watch it locally simulate a fold! Release when you’re satisfied with the folds. Click+Hold with other faces too.
16. When satisfied, relocate the pivot, move and rotate to it’s proper location then finally apply a TurboSmooth modifier.

Hope this simple tutorial had helped you. Til next time!!!

Exterior Render Manipulation/Post-Production in Photoshop

Hi guys just want to share my workflow in Photoshop Post-production. This may not be suitable to your taste, but an additional knowledge in your Photoshop skills. And I just want to give denzarki a credit for giving me a chance to explore more on his style; a little luck had made this to be a successful one. Don’t want to leave you waiting, let’s make this rolling. Here it goes;

1. As per my preference I saved my image (beauty pass) as .png format as to leave my background open for any backdrops. (See Image below)

2. Open any background (I got this image at Then place it behind your render. A prompt will be shown that the target document has a different depth than the source document etc. Just click Yes and rescale if possible

3. Click the background layer then hit Ctrl+M (Curves) to adjust the brightness, contrast of your backdrop (see Image below)

4. Once you’re satisfied with brightness, go to Layers>Right Click your render>Merge down

5. Now once your done with merging down, we’ll make our render edit its Gamma; Click Image>Adjustments>Exposure; a dialog box will open,

set the Gamma Correction to 1.5; dont worry if your render turned out to be very bright, we’ll fix that later ok?

6. Now, next is Color Balancing (my favorite part… hehehe). Here comes the color styling part, well this depends on your taste, but as for bluish tint preference, here’s what you should follow. Hit Ctrl+B (Color Balance)

On the bottom row, Under Tone balance click on Shadows radio button, adjust sliders as shown below

Now click Midtones radio button…

7. Hit Ctrl+M (Curves) adjust as necessary (for contrast I guess)

8. Let’s put some vignetting on our render but not too much. Click Filter tab>Distort> Lens Correction

Here’s what you should have right now…

9. Give it some Gaussian Blur… Click Ctrl+J to duplicate the layer then go to Filter>Blur>Gaussian Blur…
Just give it 1 px

Change the Opacity to 30 then Merge down again…

10. As for the flare, in my previous post, I used Knoll Light Factory Plug-in for Photoshop but this seemed to be inapplicable right now coz i dont have that plug-in here in the office. Now lets try something else..

Here’s what you should have right now…

11. Now we’ve come a long long way… few more to go… Let’s add some spice with the render by giving it Chromatic Abberation.. giving CA too much will destroy the beauty of your render. Here’s my process of putting CA on my renders. Hit Ctrl+J to duplicate layer, then go to Filter>Distort>Lens Correction and adjust as per image shown below

12. At the bottom part of the layer Click Add Layer Mask then Click “B” to activate brush tool

13. Now make sure you have black color selected (look at the highlighted part on the left) then start brushing through your house model, leaving unbrushed be the one with CA effect in it…

14. As you will notice this time, beside your layer, the effect of layer masking..

15. Here’s what you should have right now after merging down.

16. Hit Ctrl+M again for some adjustments then Sharpen your Image (Optional). And its done… Post!!!
Final Image

Hope this helped you in a way… Open for any criticism if you feel you are mislead. Goodluck and happy Post-processing!!!

How to make a carpet in Sketchup and Vray

An old way of creating carpet in Sketchup and Vray, which can be useful for those newbies. I have posted this long time ago @ and they found this so very useful. Eager to learn more? Follow these simple steps:

1.Insert a pillow from this link (click image below)


2. stretch those four edges for a carpet look

3. and then stretch down the height approximately 10mm high

4. apply your favorite carpet diffuse material (texture position as your preference scale)

carpet diffuse map

5. open the material editor, look for the linked carpet material and check bump and displacement

6. bump settings (multiplier = 0.6)

displacement settings (multiplier = 1.5)

bump/displacement map

7. open the render options change the settings as per image shown (these settings where the real carpet will occur, the value 2 for the edge length (pix) should be the thickness of your carpet strands, the value 0.8 for the amount will be the length of carpet strands)

8. i made a room for this tutorial

9. and apply floor and wall material (interior lighting were set-up already at this point)

10. Insert some components

11. finished product