Here are some images of the Early parts of the scene and how it evolved:
>> See Also: Corona Renderer 1.5 for Autodesk 3ds Max 2012-2017
This scene was started on the kitchen area and moved from there
Focus on modeling , unwrapping and texturing
Smoothed all the edges for closeups and have a correct mesh and wire flow.
Non-distorted UV
A screenshot of the low polygon version and how it looks with the UVW's on the side.
The seams of the UV on this metal object , the main problem is is to have continuity from the textures that will be here if done wrong when the texturing is applied it will show these seams.
The red lines to know if my seams have a continuity a good flow for the textures
When this step is done now the main focus are the little weld parts of the chair there are done in Zbrush and exported back to max as bump or displacement maps.
It is very important to store a '' Morph Target '' since Zbrush will alter the mesh when you model in this way you have protected the mesh from max and is needed to extract the displacement map correctly.
The modeling of the weld is nothing hard or fancy is done with a standard brush and flatten brush .
Preview rendering with different HDRI and lighting condition.
Here are another two examples of using this same workflow. Basic modeling in Max---->check UV's-----> detail in Zbrush. In this next one he used polypaint for the mask of the material then do some quick HDRi test.
The outside wall
Here is a screenshot of the Photoshop layers.A step by step on how he did this texture
Re-shape a sofa in Zbrush
Using Marvelous Designer for the main shapes of the pillows these pillow will be further detailed in Zbrush and corrected.
Last part is the lighting , rendering and post production. Try to keep it simple add the light sources never use any kind of ''trick'' like light panels in front of windows or filler lights. These are all the lights on the scene just the sun and the artificial lights the indirect lighting from the sky is a gradient map,he did not use a HDRi since most of the commercial HDRi are badly done and create a lot of noise.
He used nuke instead of Photoshop for fully 32 bit image.
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