Title: Landscaping Black Sea Hotel
Modelig: Autocad, 3dsMax
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
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).
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.
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.
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.
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
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.
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.
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.
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
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.
This is how I set the stepping stone material . I have to think fast in modeling those stones,
`cause the time is running out.
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.
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
Here are some test renders
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.
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.
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
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.
In render elements I use often two or three Zdepth maps, set with different depth.
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
For more Info about autor of this Making Of - Dimitar Gongalov - www.cholakov-gongalov.com