Author: Dimitar Gongalov
Title: Landscaping Black Sea Hotel
Modelig: Autocad, 3dsMax
Render: VRay
Post Processing: Photoshop

 
 
Dimitar Gongalov presents a wonderful Making Of his work by title "Landscaping Black Sea Hotel". I hope that it will give pleasure to all the artists and not. Good vision.
 
 
First of all, when you start a particular project you have to know the margins or boundaries of your
 

drawing

 

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In this case, the next two hotels are owned by the same investor, what gives me the opportunity to connect

the pedestrian transfer from the hotels to the left and right.

The next step was to print in A3 format all three hotels, which gives me a scale M: 200 using two A3 sheets. I

had to paste (with tape) the pages, put tracing paper (velum) on it and paste it all together again over the

work table. (Fig. 2.) Then I start drawing the idea of the garden in more natural shapes rather than

geometric. I add small decorative classical forms (later I decided that those lines will be made ?with hedges).

 

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The lines that I draw could be either for passage or green areas, but it became clearer later on in my

head. I attach the scanned image of the hand drawing in AutoCAD as underlying, and I started to draw

using the drawing tools of the program. - lines, polylines, splines.

 

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The garden has to have some accents in the composition. These would be tree hills (Fig. 4) and

leaving the middle one higher. Later came the idea that the first will be hobbit as a playground, the

second will be pyramidal with a grotto inside, and the third will be open, like an amphitheater of

wrought iron work.

 

 

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As the projects develops the AutoCad begin to show its limitations with hatching the closed areas

between the spline curves. This was because I wanted to separate the green areas from alleys and to

clarify the composition in my head by changing one with another. And, with hatching bugs I lost two

days dealing with the problem. Problem was solved, or was roundabout by changing the tactic and

importing all the splines in 3DS max. And when it comes to use 3dsmax, first of all is to set up your

project workflow correctly.

 

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In Preference panel set max gamma to 2.2 as shown in (Fig. 5). There are two approaches in Linear

workflow. First one is shown on (Fig. 5), it`s used when you have time to fine tune your materials trough

max Collor Correction. Second one (Fig. 6) is used when you are using scenes that have no Collor

Correction, or you want fast linear workflow setup on all materials and they are corrected

 

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I imported from AutoCad only specified layers that are important to me as AutoCAD Drawing(Fig. 7).

Using AutoCAD DWG/DXF Import Options menu and set the Incoming file units to centimeters and

maximum surface deviation for 3D solids to 0.1 cm. This is important when you import 3D solids with

rounded surfaces, but I used anyway.

 

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If you use ''Legacy AutoCAD import'' option, 3DS Max imports the splines in one layer, and it works for

plans that are used under 3D models, but in this case that don't work for me.

 

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First I've separated the areas and double some splines to close the splines. Then, put the UVW

mapping on top of the spline that makes the object poly automatically. And, I keep all my

objects that are grass areas or alleys like this, and when it comes to texturing I fix the mapping

coordinates and put the Vray Displacement modifier on top of this stack.

 

 

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After separating areas, the projects looks like this . Colors are used to help me decide the

easily how to use my surfaces bether. The I moved around the levels down to make the garden more

vast.

 

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When I make the place for stepping stones I use the same shape I cut from the spline object that is

dark green grass. That is because when it comes to scatter the grass that cut helps me avoid the

penetration of grass blades. Over the spline or poly (that is not important in the case of stepping

stones) I used - Shell, Push, Tessallate, MeshSmooth and noise . Also, in map slot I boosted

the bump map with Normal map made with ShaderMap Pro.

 

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This is how I set the stepping stone material . I have to think fast in modeling those stones,

`cause the time is running out.

 

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After two weeks hard work, the vision of the garden begins to look like this . Hobbit hill and

grotto was formed the water area also and I was aiming at the amphitheater.

 

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I often use HDRI map to light my test scenes because it's fast to set and reliable in results. I put the

HDRI map in the VrayDomeLight texture slot, and also instance it in environment map slot

 

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Here are some test renders

 

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Everything here comes mainly to modeling and projecting my ideas to 3D space, then texturing.

Texturing has become routine to me, and wuthout meny test I know in my head wat will be the final

resoult when I place the Vray sun and hit render.

 

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I use poly modeling a lot. Multiscatter for grass and growivy generator for ivy plants. I used a little Z

brush for Grotto hill and spline modeling for Hobbit hill, in the case of Hobbit hill spline modeling is

times faster then polymodeling . For plants I used Itoo models of palms and crated some plants

on my one with GrowFX generator. For curtains I used Cloth modifyer because it is amazing tool.

 

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In case of pavement and retaining walls , I use Vray 2D displacement and keep as possible

Editable spline my pavements. Also in materials I use Normal bump hand in hand with

VrayDisplacementMod.

 

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In bases these are more interesting step in creating the landscaping. In the end this is my render

settings . Images are rendered on Core i7 950 3.06 GHz machine, over clocked with air cooler

to 4.0 Ghz, 24 GB of ram. Render time per image is 5-6 hours.

 

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In render elements I use often two or three Zdepth maps, set with different depth.

 

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After camera shots are rendered, all left is post production. For post production I use Adobe Photoshop

and play with render elements as I see best. Often I use Zdepth not just as doff map but as mask for

saturation and sun volume effects

 

 

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For more Info about autor of this Making Of - Dimitar Gongalov -  www.cholakov-gongalov.com