Create an interior scence a z 1

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Create an interior scence a z 1

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In this tutorial I would like to show you how to make an interior scene using 3dsmax 6 and rendering with Vray . Certainly you can use other version of 3dsmax and Vray but it's possible that you will not get the same result as it's showed. Tutorial is very detailed so beginners should not be worried that they will not manage with this. But it's usefull to know basic tools and interface in 3dsmax. In the final part you can download scene file. Have fun in 3d world Part 1: Modeling Step 1: Create a plane with dimensions 5 meters on 8 meters. And segments 8 on 5 . Convert to editable poly and extrude the right polygons. The ceiling is about 2,65 meters high. Creating edge > Quick Slice Extrudnig >Extrude Connecting vertexes together > Collapse Remember to use right reasonable scale of scene. In this scene 1 Unit = 1 Centimeter Step 2: Create a frame of a window . First place box with window hole width. Segments about 3 / 4 . Move vertexes to make a section of frame. Copy this boxes and connect by moving edges. Remember to Collapse vertexes ! On the left picture you can see two methods to connect boxes. Step 3: Apply Mesh Smooth modifer to the window frame . Set type: Classic, Iterations : 2 and Strenght: 0,2 . To smooth wire properly , create an additional edges ( in the picture ) . Step 4: Copy frames to second window and to balcony doors. In the last , move vertexes to fit dimensions to the door. And create handles from small box. And apply Mesh Smooth . Don't forget window sills. ( pl: parapety ) Step 5: Creating railing is very easy but time- consuming and boring. Made it using boxes with small Mesh Smooth ( strenght : 0,04 ) Than Attach them. Add Mesh Smooth only to main upper and lower railings . ( pol. porêcze i balustrady ) Step 6: Let's make some furniture. A simple bookshelf made of boxes and shelves ( 105 x 210 x 60 ). Step 7: Than, make similar cabinet with hidden shelfes on the bottom and table with glass table top. Dimensiond are in picture. Step 8: Now. We will make a chair. Create four identical legs. Extrude the upper polygons and connect them to create a chair basis. To make bent backrest , extrude polys , select them and apply Bend modifer. ( Polys must be all time selected ) with Angle : 10 - 20 . After that. Right click on Bend modifer and use Collapse All . You have bent back rest but it's not connected properly with a rest of chair. You must rotate polygons in right direction to level with base. Cushion is made of simple box with 4x4x4 segments and Mesh Smooth. Step 9: Making courtains. Make two a little simillar Point Curves NURBS . Move one to the top of the window , second to the bottom of the window. Attach them and use Blend Tool to connect shapes. Also create a courtain rail. Our scene should look like that. Instead of the frill you can make cornice . Step 10: Create a radiator using 6 boxes with small Mesh Smooth . To make 6 boxes with the same distance use Array tool. Step 11: Create a heap of magazines and newspapers. Just make a box , convert to Editable Poly and move vertexes on corners a little down. Click on the picture to see the model. Step 12: In last step we will add some live to our scene - houseplant. First create shape of leaf using LINE ( create>shapes>splines>line ) Create a shape like on the screen saver. In INTERPOLATION set 16 steps. Next apply Extrude Modificator with amount 0,2 and 2 segments. Next add Bend Modifer and use amount what you want. Collapse all modifiers and convert to Editable Poly. Move the pivot point to the base of leaf which will be in the center of the plant. Set the name of this leaf (e.g. leaf01 :) Than hold the Shift Button and rotate the leaf several times. Rescale some leaves to make plant more natural. Step 13: Creating a flowerpot. Create a section of the flower pot using Line . After that apply Lathe modifier and click on Align MAX. Check Weld Core and set segments on 48 or more. Than convert to Editable Poly. End of Part 1 End of Part 1: Modeling Main models are finished. In next Part we will be also creating models but only for decoration . Such as books, vase and others. In this Part of the tutorial we will add some decor elements, and objects. It's very casual . You can make everything what you want. Walls color , lamp, books depends of your imagination. But materials and textures will be showed only for objects I showed below. Part 2: Compositing Step 1: Create a lamp . Use 3 boxes and thin cylinders for strings. Dimensions are on the picture. Step 2: Making the bowl . First create a box with 10x10x1 segments. Set different Smoothing Groups for different groups of polygons. It's important to get sharp corners. Than Move vertexes using Soft Selection. Apply Mesh Smooth with 2 iterations and check Surface Parameters > Smoothing Groups. Bowl ( I really don't know how to call it in English :) ) should look like on the picture. Step 3: Create a photo frames and frame on the wall. Don't forget about Smoothing Groups in the photo frames ! Frame on the wall is a simple box with moved vertexes. To the center polygon ( in this will be photo or painting ) set ID 2 , to the rest of polys set ID 1. It's important because we will use Multi Sub object to this object. Step 4: Tablecloth is made of box with extruded polygons on the edges and folds. [...]... Step 19 : Flower material with SSS The material is in the Material Library Step 20: Rest of the materials is in the Material Library Just apply it to objects and we can set the scene lightning whoooa :) End of Part3: Texturing and materials All materials are on right places and objects Now we can start setting lightning and rendering End of Part 3 Part 4: Lightning Step 1: First we have to create sun... open Maps and "drag and drop" diffuse map to the Bumpmap slot and set amount to 20 Step 6: Now you know how to set colors and parameters so I will tell you only values White wall: Color RGB: 254 , 255 , 253 Green wall: Color RGB: 16 9 , 205 , 10 7 It's all about the floor and wall material Now select your building and in Material editor select our Multi/Sub Material and click icon " with ball , arrow and... new VrayMtl material It will be a table top Diffuse color: RGB ( 19 8 ; 219 ; 207 ) Reflect: 20 Refract: 247 Fog color: RGB ( 14 4 ; 211 ; 19 8 ) Fog multiplier: 0,02 Affect shadows, affect alpha Apply this material to the table top Step 10 : Now create a new material for legs and shelf Bitmap: wood 01. jpg Reflect: 15 Glossiness: 0,65 Copy Diffuse Map to the Bump slot And set Bump : 5 Apply material to... legs and shelf And use UVW Modifier to fit bitmap Step 11 : To the chair apply the same material we used to the table and apply UVW Mapping For the cushion create new Vray material : Color : RGB ( 254 ; 248 ; 230 ) Add Diffusemap : "cushion_bump.jpg " ammount : 20 Add Bumpmap : " cushion_bump.jpg " with ammount 35 Than copy 5 chairs with cushions The UVW settings will be the same Step 12 : Material for... material with ID = 1 And again click on material type button and choose VRayMtl You will see the options of VRay material On the top is a color of material and small box to apply a textures and maps ( red 1 ) Click it and choose " bitmap " Choose from your " directory/floor.jpg " file Now the bitmap options window will open You can set there rotations, colors etc of bitmap To see bitmap in viewport... Reflection: 15 and Glossiness : 0,65 Add this material to bookshelf and shelves Apply UVW Mapping Modifer Choose Box Mapping and use Bitmap Fit To make shelves different , select polygons and add UVW Mapping to differend shelves ( I selected two groups of 3 shelves ) Than apply Poly Select Modifer , select other group of shelves and apply UVW Mapping Just open the screensaver Step 9: Texturing table Create. .. 5: Add some books on the shelves and some boxes And don't forget to insert a window panes ( boxes ) Part 3: Texturing and materials Step 1: First of all we should finish the room model Create a ceiling and the rest of walls Remember that polys should be also from the exterior If you don't do that light will pass through the "roof" and scene illumination will be incorrect Step 2: Set the materials... floor and walls Select the all polygons of walls and floor Set the ID " 1 " Select only walls , set ID " 2 " Than select the wall that will be green or other color and set ID " 3 " Step 3: Open Material Editor ( Hotkey : " M ") Select one ball Click on the Material Type button and Choose Multi/Sub Object Than choose " discard old material" Set number on "3" Step 4: Now click on the material with... for table cloth : Diffusemap: "tablecloth.jpg" Bumpmap: "tablecloth.jpg" amount : " 30 " Apply and use UVW Mapping Step 13 : Radiator material: Color: RGB ( 242 ; 242 ; 242 ) Glossiness : 0,95 Reflection: 30 Step 14 : Lamp material: Color: RGB ( 247 ; 247 ; 247 ) Reflect : 20 Glossiness: 0,9 Bump: Noise ( amount 20 ) Glasses : Color: RGB ( 247 ; 247 ; 247 ) Reflect: 20 Refract: 247 Affect shadows and alpha... sun :) Create Direct Light Settings: Shadows : Vray Multiplier: 1. 0 Check Area Shadows , subdivs =12 Step 2: Adding Vray Lights Place Vray Lights in windows Two in the nearby room Click on the picture to see all Lights settings Part 5: Rendering Step 1: Click on the picture and copy rendering settings I hope this tutorial was helpful for you Here are some renders of this interior And 3dsmax 6 scene . 6 boxes with the same distance use Array tool. Step 11 : Create a heap of magazines and newspapers. Just make a box , convert to Editable Poly and move vertexes on corners a little down. Click. slot. And set Bump : 5 Apply material to the legs and shelf. And use UVW Modifier to fit bitmap. Step 11 : To the chair apply the same material we used to the table and apply UVW Mapping 16 9 , 205 , 10 7 It's all about the floor and wall material. Now select your building and in Material editor select our Multi/Sub Material and click icon " with ball , arrow and box "

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