Making of Maison Hermès

If you missed it, here is the Making of the “Maison Hermès”.

Hi everyone, welcome to the Maison Hermès Making of.

It’s difficult for me writing this because I worked without saving step by step infos. All that I can show here is the workflow, models and how I get from the rendering to the final image. It could be not exhaustive but this is for the most part a painting job and it’s all about mixing channels.

Let’s start!
First of all, references! I can’t make an artwork (dedicated to our favourite architects) without photos. Famous buildings have something magic and I need to understand where I can play with colors and lights to recreate this magic. On the other side it’s a matter of respect for the architect, I can’t make a mistake on proportions or materials. After watching a lot of photos, from various angles and at different time of the day I had an idea for the artwork’s final mood.

Note all the important info, there’ll be guidelines for the postprocessing part.

 #2 Modelling

Modelling part was the easy one, just the 12.000+ glass-blocks give me a little problem. I made a single mesh for the structure merging the linear 42,8cm glass-block with the 21,4cm angular one. The glass is a unique spline extruded and mapped with a noise to reproduce the distortions. There’re 9-12 spot lights each floor, no HDRI, only a V-Ray sky with night settings. V-Ray lights are used on the slabs to improve the illumination. Street lights were made with a V-Ray light material. In the scene there’re a lot of cubes mapped with textures of building to add reflections.

 #3 Rendering

Software used: 3dsMax, V-Ray.
Render size is an A3 @300dpi so ~4960 x 3500 pixels.
Render time was ~4 hours on a Dual Xeon 5550, 16 cores.

Materials are very simple. I made 3 different type of glass, one for the main structure, one for other buildings and a last one for the mirror effect of the palace at left. Street and pavement mats have a falloff in reflection, no bumps except for the normal map of red bricks. Render Elements activated are raw-reflections, raw-refraction, diffuse and z-depth.  Ambient occlusion: 2 passes, one fine with 40cm and one large with 500cm diameter. Just for fun, I rendered a pass of V-Ray sky with clouds… this is not really needed but give you some info about prospective for making background.

 #4 Postprocessing

Finally, the funniest part of the job!

Photoshop file is 1.8 GB with 500+ layers of post-production so I can’t show you every single paint. Here’s the key passages of the work.

Base Render / Color correction

Painting /  Adding the sky

Adding background, shops & car. people, lights and vegetation

More details

Download here the materials for the Maison Hermès.

Download Maison Hermès

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