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Step 1

Open a new Cinema 4D file, and go to Edit > Preferences > Units (Ctrl + E), and set the Basic Units to Centimeters. Create a new cube object, and in the Attributes panel, change the Size to 500, 250, and 400, and the segments to 2, 1, 5. In the Coordinates panel, set the Y position to 125 cm.

Step 2
Select the cube, and make it editable (C). Using the Live Selection tool, select all of the polygons that you can see in the viewport, and delete them.

Step 3
Go to the top view (F2), and using the Live Selection tool again, un-check Only Select Visible Elements in the Attributes panel, then select the second and fourth strip of polygons.

Step 4
Pick the Scale tool (T), and start dragging along the blue axis. After you begin dragging, hold the left mouse down, then press and hold the shift key, and scale the strips of polygons down to 0.2. Be careful not to press the shift key at the same time as the mouse button, or it will have a different effect.

Step 5
Select the bottom strip of polygons and set the Z position to -122.5 cm. Then set the top strip to -57.5 cm. Now go to the perspective view (F1), and in Point Mode, delete any useless points.

Step 6
Still in Point Mode, switch to the top view (F2), select the only cut that is on the X axis, and set the X position to -160 cm.

Step 7
Go to the perspective view (F1), and select the polygons to delete.

Step 8
Select the remaining side polygons, pick the Extrude tool (D), set the Offset (in the Attributes panel) to -90 cm, and hit apply. Go to Point Mode, and using the Live Selection tool with Only Select Visible Elements unchecked, drag over the bottom points on the floor. Go to Functions > Optimize, and hit OK with default settings. Nothing will appear to have happened, but in actuality you have just merged any superfluous points.

Step 9
In the Object panel, select the cube and turn X-Ray on. Then, in Edge Mode, select the edges to bevel.

Step 10
Go to Structure > Bevel, set Inner Offset to 0.5 cm, and hit Apply. Turn the X-Ray back on, and delete the Phong tag in the Object panel. Rename the cube to Walls

Step 11
Create a new cube, set the Size to 260 cm, 85 cm, and 45 cm. Turn on Fillet, and set the Radius to 0.5 cm. Set the coordinates to -120 cm, 42.5 cm, and -90 cm. Rename it to Unit, and delete the Phong tag again.

Step 12
Make a copy of the cube you have just created. Change the Size to 265 cm, 5 cm, and 50 cm, and the Y position to 87.5 cm.

Step 13
Create another copy of the Unit object, change the size to 95 cm, 250 cm, and 5 cm, and set the position to -205 cm, 125 cm, and -112.5 cm. Make another copy, and change the Z position to -67.5 cm.

Step 14
Create yet another copy the Unit object. Change the Size to 90 cm, 2 cm, and 45 cm, and the position to -202.5 cm, 100 cm,and -90 cm. Now select the most recent copy, and in the Object panel, go to Functions > Duplicate. In the Attributes panel, set the Copies to 2, and Move to 0 cm, 50 cm, and 0 cm, then hit Apply. Move the first Unit object into the unit_copies object, and rename the Null Object to Shelf.

Step 15
Create a new cube. Set the Size to 50 cm, 80 cm, and 250 cm, and the position to -225 cm, 40 cm, and 75 cm. Change Z segments to 5, and then make it editable (C). In Polygon Mode, select the last segment, and go to Structure > Extrude (D). Then, in Attributes panel, change the Offset to 150 cm, and hit Apply.

Step 16
Staying in the Polygon Mode, deselect the remaining polygons, and go to Structure > Knife (K). Then, in the Knife tools Attributes panel, change the mode to Loop. Drag the mouse the over the edges that you added before, and you will see a white line showing a preview of the cut. If you want to make a cut final, just press the left mouse button. Before you can do that, however, you have to set an exact percent value. Drag over the edge on the corner of the model, and then hit the shift key. Your cut should be gray now, which means that we can insert any percent value into the Attributes panel. Go there, and set the Offset to 5%, press Enter, and click anywhere in the viewport. You should have a nice cut in your model now.

Step 17
Go to Selection > Loop Selection (UL). Select the bottom line of polygons and go to Structure > Extrude (D). Set the Maximum Angle to 90, and the Offset to -3 cm. Hit Apply.

Step 18

Pick the Live Selection tool, with Only Select Visible Elements turned off, and select all of the top polygons on the model. Go to Structure > Extrude (D), set the Offset to 5 cm, and hit Apply. Pick the Loop Selection tool (UL), and select the top line of polygons you have just made. Go to Structure > Extrude (D), and leave the Offset at 5 cm. Hit Apply again, and let the polygons stay selected. It will be useful in the next step.

Step 19
Now, hold down the Ctrl key, and click on the Edge Mode icon. The selection should automatically switch to edges, but now you should have a few unwanted vertical edges selected. Go to Selection > Ring Selection (UB). Drag the mouse over the selection until you see your new selection overlapping the unwanted vertical edges. Hold down the Ctrl key again, and click the left mouse. Now you should have just the horizontal edges selected.

Step 20
Go to Structure > Bevel (MS), set the Inner Offset to 0.5 cm, and hit Apply. Delete the Phong tag in the Object panel. Name it Kitchen_Unit.

Step 21

Create a new cube. Change proportions to 250 cm, 2 cm, and 40 cm, and the position to -220 cm, 210 cm, and 75 cm. Set the Radius to 0.2 cm. Now, copy the cube, and change the Y position to 170 cm. Make another copy, change dimensions to 250 cm, 40 cm, and 30 cm, and move it up a little to 190 cm. In the Object panel, select the three cubes, and move it under the Null Object (Alt + G). Name it Cupboard.

Step 22
Create a new cube. Change the size to 200 cm, 210 cm, and 50 cm, and change its position to 55 cm, 115 cm, and 175 cm. Change the Fillet Radius to 0.5 cm, with 1 segment. Delete the Phong tag, and name it cupboard_right.

Step 23
Now you have to create a door for the cupboard. Open a new C4D file, and create a new cube with the proportions 3 cm, 75 cm, and 60 cm. Increase the Z segments to 4. Make the cube editable (C), the go to Selection > Loop Selection (UL), and select the two middle lines of polygons. Go to Structure > Extrude (D), set the Maximum Angle to 90, and the Offset to -0.5 cm, then hit Apply.

Step 24
Deselect the polygons, and go to Structure > Knife (K). In the Attributes, panel select Loop Selection. Create two cuts exactly in the middle of the two remaining lines of polygons.

Step 25
Go to Edge mode, and using Loop Selection (UL), select the two cuts you have just created. Go to Structure > Bevel (MS), set the Offset to 0.5 cm, and click Apply. You should have two very narrow loops of polygons. Go to Polygon mode, pick the Loop Selection tool (UL), and select them. Go to Structure > Extrude (D), set the Offset to -0.5 cm, and click Apply.

Step 26
Create a new tube. Go to the Attributes panel, and open only the Object and Slice tabs. Set the Inner Radius to 4 cm, the Outer Radius to 5 cm, the Rotation Segments to 16, the Cap Segments to 1, the Height to 1.5 cm, the Fillet Radius to 0.1 cm, with 1 segment, and Slice from -90 to 90. In the Object panel, go to the Phong Tag, and set the Phong Angle to 40. Set the position to 1.5 cm, 25 cm, and 26.5 cm. Go to the Object panel, select both objects, move them under the Null Object (Alt + G), and name it door.

Step 27
Select the door object, copy it (Ctrl + C), then go back to your main room file and paste it (Ctrl + V). Switch to the right view (F3). Select the Object Axis Tool, and drag the blue axis to the zero position. You can check the position in the Coordinates panel, or just rewrite it there, then press Enter.

Step 28
Go back to the perspective view (F1), and select the Model tool again. You can now change the position of the model as well as the axis. Place the door object at the coordinates -198 cm, 55 cm, and -15 cm. Make two copies of the door object, and change their Z positions to 50 cm and 115 cm.

Step 29
Make another copy of the door, and in the Coordinates panel, set the H rotation to -90, then move it to the coordinates -81 cm, 55 cm, and 148 cm. Duplicate the door once more, and change the X position to -146 cm.

Step 30
Create a new cube, change the size to 45 cm, 25 cm, and 45 cm, then set the Fillet Radius to 10 cm, with 5 segments. Make it editable (C), go to the right view (F3), and switch to Point mode. Pick the Rectangle Selection tool, check off the Only Select Visible Elements option, select the entire upper group of points except last line, and then delete them. Now go back to perspective view (F1), switch to the Model tool, place the object at the coordinates -223 cm, 83 cm, and 100 cm, and rename it sink.

Step 31
Duplicate the sink object, and hide one of them. Then go to Polygon mode, select the visible one, and go to Structure > Close Polygon Hole (MD), and drag the mouse over the top edge of the sink. When you see white cover it, then left click. Go to the Object panel, and drag the kitchen_unit above the closed sink object.

Step 32
Go to Objects > Modeling > Boole, and drag the closed sink and kitchen_unit under the Boole object in the hierarchy. Select the Boole object, and go to the Attributes panel. Make sure that Boolean Type is A subtract B. Now unhide the first sink object and adjust the Y position to 82.5 cm.

Step 33
Go to Edge mode and select the sink object (not the one in the Boole object), then go to Selection > Loop Selection (UL), and select the top edge of the sink. Go to Structure > Extrude (D), set the Offset to 0, and press Apply. It may seem that nothing happened, but it is not true.

Step 34
Pick the Scale tool (T), and start dragging out the gray center (between the red and blue axes). Go to Polygon mode, pick the Loop Selection tool (UL), and select the circuit of polygons. Pick the Extrude tool (D), set the Offset to -0.5 cm, and press Apply.

Step 35
Open a new Cinema 4D file, and insert the cube. Set the size to 30 cm, 30 cm, and 30 cm. Switch to the right view (F3), go to Objects > Create Spline > B-Spline, and hold down the Ctrl key to start drawing a spline according to the image below.

Step 36
Go to the perspective view (F1), and delete the cube object. Go to Objects > Spline Primitive > Circle, and in the Attributes panel, set the Radius to 1 cm. Go to Objects > NURBS > Sweep NURBS, then drag the Spline and Circle objects into the Sweep NURBS object in the hierarchy. In the Object panel, select both objects (Spline and Circle), then in Attributes panel, change the Intermediate Points to Natural, and set the value to 1. Go back to the Object panel, select the Sweep NURBS object, and make it editable (C), then delete both Caps.

Step 37
Go to Polygon mode, pick the Loop Selection tool (UL), and select the outer loops of polygons. Pick the Extrude tool (D), set the Offset to 0.3 cm, and the Subdivisions to 1, then press Apply.

Step 38
Leave the polygons selected, then pick the Extrude Inner tool (MW) from the Stucture menu, set the Offset to 0.3 cm, and press Apply. Go to Objects > NURBS > Hyper NURBS, and move the Sweep NURBS into the Hyper NURBS object in the hierarchy.

Step 39
Copy the whole HyperNURBS object (Ctrl + C), go back to your main room file, paste it (Ctrl + V), and set the position to -235 cm, 100 cm, and 85 cm, and the H rotation to -45.

Step 40
Make a copy of rotated door object, and change the coordinates to -14 cm, 61 cm, and 148 cm. Roll out the door object in the Object panel.

Step 41
Select the Cube object, go to Point mode, pick the Rectangle Selection tool, check off Only Select Visible Elements, select all of the upper points, and change their Y position to -12.75 cm. Select the Tube object, change the coordinates to 0 cm, -30 cm, and 0 cm, and change the P rotation to 90. You can now roll back the door object. Select the door object, go to the Axis tool, and change the Y position of the axis to 25 cm. Switch back to the Model tool.

Step 42
Make two copies of the door and change their Y position to 51 cm and 77 cm.

Step 43
Create a new cube, change the size to 60 cm, 54 cm, and 3 cm, the Fillet Radius to 0.2 cm, with 1 segment, and set the position to -14 cm, 108.25 cm, and 149 cm. Duplicate the cube, change the size to 35 cm, 25 cm, and 3 cm, and set the Z position to 148 cm. Copy the cube again, change the proportions to 60 cm, 54 cm, and 3 cm, and set the Y position to 135.75 cm.

Step 44
Create a cylinder, and set the Radius to 2 cm, the Height to 3 cm, the Height Segments to 1, the Rotation Segments to 16, the Orientation to -Z, and the position to -28 cm, 135 cm, 147 cm. Make four copies, and change their X positions to -21 cm, -14 cm, -7 cm, and 0 cm. Change the Radius of the three middle cylinders to 1.2 cm, and the Z position to 147.5 cm.

Step 45
Create another cylinder, and set the Radius to 5 cm, the Height to 1 cm, the Rotation Segments to 20, and the Orientation to +Z. Place it to the position -39 cm, 122 cm, and 149 cm. Duplicate the cylinder, and place the copy at X position 11 cm. Duplicate it again, and place it to X position -14 cm, and Z position -145 cm. Change the Radius to 0.5 cm, and the Height to 72 cm. Now select all of the objects that make up the oven, group them (Alt + G), and name it oven.

Step 46
Duplicate the door object, place it to the position -14 cm, 194 cm, and 148 cm.

Step 47
In the Object paneL, select the door holder object, place it at the coordinates 0 cm, -45 cm,

and 0 cm, and change the P rotation to -90.

Step 48
Duplicate the door object, place it at 47.5 cm, 61 cm, and 148 cm.

Step 49

Make two copies of this door, and move them to the Y positions 137 cm, and 213 cm.

Step 50
Create a new cube, set its ize to 50 cm, 0.5 cm, and 50 cm, change the position to -91 cm, 85 cm, and 172 cm, and name it cooker.

Step 51
Duplicate the cooker object, change its size to 55 cm, 70 cm, and 0.5 cm, place it at -115 cm, 185 cm, and 200 cm, and name it painting.

Step 52
Create a new cube, set the size to 200 cm, 60 cm, and 250 cm, and place it at -150 cm, 115 cm, and 75 cm. Make it editable (C), then select the polygons according to the picture below.

Step 53
Delete those polygons, and select the two remaining polygons the are against the wall. Now pick the Extrude tool (D), set the Offset to -0.5 cm, check on Create Caps, and hit Apply. Name it blocks.

Step 54
Duplicate one of the doors that is under the oven, change the H rotation to 0, and place it at -200 cm, 185 cm, and -18 cm.

Step 55
Switch to the right view (F3), then go to Point mode, and with the Rectangle Selection tool, select the top polygons and move them to Y position 0. Then, select the right group of points, and change the Z position to 44.5 cm.

Step 56
Lastly, select the Tube object in the Object panel, and change its position to 0 cm, -10 cm, and 11 cm. Make two copies and place them at Z positions 65 cm and 147 cm.

Step 57

Open a new Cinema 4D file. Create a cylinder, and set the Radius, Height, and Rotation segments to 12. Make it editable (C), go to the Point mode, select middle point of the top cap, and delete it.

Step 58
Select all remaining points (Ctrl + A), then go to Functions > Optimize and click OK.

Step 59
Switch to Polygon mode, and with the Loop Selection tool (UL), select the bottom polygons. Pick the Scale tool (T), and scale them down a little bit.

Step 60
select all of the polygons (Ctrl + A), choose the Extrude tool (D), set the Offset to 0.5 cm, and Subdivision to 1, then click Apply. Create a new Hyper NURBS object, place the cylinder object into it in the hierarchy, and rename the Hyper NURBS to dish. Copy dish object (Ctrl + C), paste it into your main room scene, and change the coordinates to -223 cm, 91 cm, and -13 cm.

Step 61
Duplicate the dish object, and move it to -223 cm, 217 cm, and 146 cm. Create three more copies and rotate them a little bit to give it a natural look. Make another copy of the first dish, and place it at -125 cm, 97 cm, and -90 cm.

Step 62
Create new cylinder, set the Radius to 2.5 cm, the Height to 10 cm, and the Rotation Segments to 16, and place it at -40 cm, 5 cm, and 155 cm. Make two copies, and place them at X positions 13 cm and 21 cm. Name all of the cylinders block_foot.

Step 63
Pick the Live Selection tool, and holding the Shift key, start selecting objects according to the image below. Now copy them (Ctrl + C), and paste them (Ctrl + V). Group these three objects (Alt + G), rename the group holder. Change the H rotation to 0, and place it at -248 cm, 157 cm, and 5 cm. Duplicate it, and change the Z position to 80 cm.

Step 64
Open a new Cinema 4D file, insert a cube, and change the size to 10 cm, 10 cm, and 10 cm. Go to the right view (F3), go to Objects > Create Spline > B-Spline, and hold down the Ctrl key to start drawing a spline according to the picture below. Go to the perspective view (F1), and delete cube object. Then go to Objects > Spline Primitive > Circle, and in the Attributes panel, set the Radius to 0.2 cm. Go to Objects > NURBS > Sweep NURBS, and drag the Spline and Circle objects into the Sweep NURBS object in the hierarchy. In the Object panel, select both objects (Spline and Circle), in the Attributes panel, change the Intermediate Points to Natural, with a value of 3. In the Object panel, select the Sweep NURBS object, make it editable (C), then delete both Caps. Name this new object hook.

Step 65
Copy the hook into the main scene, place it at -245.3 cm, 154 cm, and -12 cm, and change the H rotation to 90. Make some copies, and place them along the holder.

Step 66

Open a new Cinema 4D file, insert a cylinder, change the Radius to 1 cm, the Height to 3 cm, the Height Segments to 3, the Rotation Segments to 32, and the Orientation to -X, then make it editable (C).

Step 67
Pick the Loop Selection tool (UL), and select last loop of polygons.

Step 68
Pick the Extrude tool (D), set the Offset to 0.5 cm, and hit Apply.

Step 69
Go to Edge mode, and with the Loop Selection tool (UL), select the two new edges. Pick the Bevel tool (MS), set the Offset to 0.05 cm, and hit Apply. Go to the Phong Tag, in the Object panel, and set the Phong Angle to 15. Name the new object little_holder, then copy and paste it into the main scene.

Step 70
Change the position of little_holder to 11 cm, 80 cm, -78 cm, duplicate it, and change the Z position to -100 cm.

Step 71

Create a new Cinema 4D file, insert a cube, change the size to 28 cm, 2 cm, and 28 cm, and set Fillet Radius to 0.2 cm, with one subdivision.

Step 72
Duplicate the middle cube, then hide everything else. Unhide the cubes in the Object panel, pick the Scale tool (T), and scale the polygons up a little bit. Select all of the objects in the Object panel, group them (Alt + G), and name it chair. Copy and paste the chair into the main scene.

Step 73
Select the cube, and in the Attributes panel, check off the Fillet. Change segments to 10, 1, and 10, then make it editable (C).

Step 74
Pick the Live Selection tool, and select bottom corner polygons, then pick the Extrude tool (D), and set the Offset to 70 cm, and hit Apply.

Step 75
Duplicate this cube, set the size to 24 cm, 2 cm, and 24 cm, and change the Y position to 45 cm. Duplicate the cube again, set the Y position to 48 cm, change the size to 26 cm, 4 cm, and 26 cm, and set Fillet Radius to 2 cm, with 5 subdivisions.

Step 76
Change the position of chair to -70 cm, 60 cm, and -25 cm. Make three copies and distribute them around the table. Add some rotation for variety.

Step 77
Open a new Cinema 4D file, insert a cube, change the size to 30 cm, 30 cm, and 7 cm, and make it editable (C). Go to the Polygon mode, select the polygons according to the first image below, then delete them. Pick the Scale tool (T), and scale the polygons up a little bit. Select all of the objects in the Object panel, group them (Alt + G), then name it book. Copy and paste the book into the main scene.

Step 78
Go to Edge mode, select the two middle edges, pick the Bevel tool (MS), and set the Inner Offset to 1 cm.

Step 79

Stay in Edge mode, and select the two rear edges, then pick the Scale tool (T), and scale them down a little bit.

Step 80
Go to Polygon mode, select all polygons (Ctrl + A), then pick the Extrude tool (D), and set the Offset to 0.3 cm. Check on the Create Caps option, and press Apply.

Step 81
Create a new cylinder, set the Radius to 1 cm, the Height to 40 cm, the Rotation Segments to 20, and change the Y position to -10 cm.

Step 82
Go to Objects > Modeling > Boole, drag both objects under it in the hierarchy (the cube has to be first), and rename the Boole to file.

Step 83
Copy and paste the file object into the main scene, and change the position to -175 cm, 116 cm, and -105 cm.

Step 84
Make a few copies and distribute them in the book case.

Step 86
Create a new Cinema 4D file, insert a plane, change the size to 160 cm, and 80 cm, with 40 width segments, and 20 height segments. Make it editable (C), switch to the top view (F2), then go to Polygon mode. Pick the Brush tool (MC), and in the Attributes panel, set the Radius to 50 cm. Create some unevenness to the plane.

Step 87
Switch back to the perspective view, and in Point mode, select all points (Ctrl + A).

Step 88
Go to Structure > Set Point Value, and in the Attributes panel, set Crumpel [Normal] mode value to 1, and click Apply.

Step 89
Go to Polygon mode, select all polygons (Ctrl + A), pick the Extrude tool (D), set the Offset to 0.5 cm, check on Create Caps, and click Apply.

Step 90
Create a Hyper NURBS object, and move the plane under it. Select plane in Object panel, go to Polygon mode, and select all of the polygons. Pick the Iron tool (MG), set the Percent to 70%, and hit Apply.

Step 91
Rename the Hyper NURBS to carpet, copy and paste it into the main scene, and place it at the position -90 cm, 0.5 cm, and 75 cm.

Step 92

Open new Cinema 4D file, and switch to the right view (F3). Create a new cube, and change the size to 10 cm, 10 cm, and 10 cm. Go to Objects > Create Spline > B-Spline, and draw a spline according to the image below. Make sure that the last point is exactly at the coordinates 0 cm, -5 cm, and 0 cm.

Step 93
Go back to the perspective view, and delete the cube. Go to Objects > NURBS > Lathe NURBS, and move the spline object under it in the hierarchy. Select the spline, in the Object panel, then go to the Attributes panel, and change Intermediate Points to Natural with a value of 4. Select the Lathe NURBS object, in the Object panel, and make it editable (C).

Step 94
Go to Polygon Mode, select all polygons (Ctrl + A), pick the Extrude tool (D), set the Offset to 0.25 cm with one subdivision, check on Create Caps, and press Apply.

Step 95

Select two polygons as shown.

Step 96
Pick the Extrude tool (D), set the Offset to 3 cm with one subdivision, uncheck Create Caps, and press Apply.

Step 97
Rotate and move the end polygons separately, until it looks like the image below.

Step 98
Now select both polygons, and pick the Bridge tool (B) to connect the polygons.

Step 99
Pick the Knife (K), select Loop mode, and make a cut approximately in the middle of the new joint.

Step 100
Go to Edge mode, select the cut using the Loop Selection tool (UL), and move it a little bit.

Step 101
Go to the right view (F3), pick the Brush tool (MC), and adjust the shape.

Step 102
Go to the perspective view (F1) and rename the Hyper NURBS to cup. Copy and paste it into the main scene, and place it at -20 cm, 95 cm, and -80 cm.

Step 103
Create some copies of the cup, and distribute them on the hooks.

Step 104
Open a new Cinema 4D file, create a cylinder and set the Radius to 9 cm, the Height to 1

cm, the Rotation Segments to 45, the Fillet Radius to 0.1 cm with 1 segment, and then make it editable (C). Set the Phong Angle to 40. Pick the Loop Selection tool (UL), select the top polygons of the cylinder, pick the Extrude Inner tool (I), and in the Attributes panel, set the Offset to 8 cm, then click Apply.

Step 105
With the polygons still selected, pick the Extrude tool (D), set the Offset to 2 cm, and click Apply.

Step 106
Create a new cylinder, set the Radius to 1 cm, the Height to 8 cm, the Orientation to -X, the Fillet Radius to 0.2 cm with 3 segments, and change the Y position to 3 cm.

107
Create a new cylinder, and set the Radius to 0.3 cm, the Height to 40 cm, and the Rotation Segments to 24, and change the position to 3 cm and 23 cm. Duplicate it, and change the X position to -3 cm.

Step 108
Pick the Live Selection tool, and select last three cylinders. Set the P rotation in the Attributes panel to -90, and change the position to 0 cm, 43 cm, and 10 cm.

Step 109

Select the last six cylinders and group them (Alt + G).

Step 110
Switch to the right view (F3), go to Axis mode, and drag the axis to the coordinates 0 cm, 3 cm, and 0 cm.

Step 111
Go to the perspective view (F1), select the last two cylinders, and change their heights to 25 cm and their Z positions to 12 cm.

Step 112
Duplicate the third cylinder and move it under the Null Object in the hierarchy. Change the Z position to 25 cm.

Step 113
Go to Objects > Create Spline > B-Spline, and hold down the Ctrl key to start drawing a spline according to the image below. Go to Objects > NURBS > Lathe NURBS, and set the Z position to 29 cm.

Step 114
Move the spline object under the Lathe NURBS in hierarchy. Select the spline in the Object panel, then in the Attributes panel, change the Intermediate Points to Natural with a value of 8. Move the Lathe NURBS object under the Null object in hierarchy.

Step 115
Select the Null object, and set the P rotation to 25.

Step 116
Select everything in the Object panel, group it (Alt + G), and name it lamp.

Step 117
Copy and paste the lamp object into the main scene at position -70 cm, 92 cm, and -90 cm. Add some rotation for variety.

Step 118

I have rendered the preview image by enabling Ambient Occlusion in the Render Settings. We will cover more detailed materials, lighting, and rendering in the next part .

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Model, Texture, and Render an Interior Scene With Cinema 4D and VRay, Day 2
George Loffelmann on Nov 20th 2009 with 36 comments

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In this beginner/ intermediate level tutorial, you will learn how to create and render a realistic interior scene in Cinema 4D and Vray. The first day will focus on modeling the room and all of the furniture, and the second on materials, lights, rendering, and post production.

This tutorial is Day 2 in a series Go to Day 1

Final Effect Preview


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Step 1
Open the interior1.c4d file (or continue from part one). Select all of the cups in the Object panel and group them (Alt + G). Name the Null Object cups.

Step 2
Do the same thing with everything that has multiples in Object panel (files, chairs, hooks etc.).

Step 3
Go to the render settings (Ctrl + B).

Step 4
Go to the Effects tab, and select Vray Bridge from the list.

Step 5
Go to the Antialiasing tab and change the Type to Adaptive DMC. Check Filter on and set the type to Mitchell-Netravali. Set the Filter radius to 2, Blur to 0, and Ringing to 0.33.

Step 6
Go to the DMC Sampler tab. Set the Adaptive amount to 0.75, Noise threshold to 0.005, and Minimum samples to 12.

Step 7
Go to the Indirect illumination (GI) tab and check GI on. Change the Preset to High Quality.

Step 8
Go to the Color Mapping tab and change the Type to Exponential. Check Subpixel mapping on and Clamp output off. Close the Render Settings panel.

Step 9
Go to Objects > Scene> Camera.

Step 10
Right click on it in the Object panel and select VrayPhysicalCamera under VrayBridge Tags.

Step 11
Right click on the Camera in Object panel and select Protection under Cinema 4D Tags. This will help you avoid moving the camera accidentally.

Step 12
Select the VrayPhysicalCamera Tag and go to Attributes panel. Change the Shutter speed to 50 and Film ISO to 150.

Step 13
Go to Objects > Scene > Infinite Light. Place the light at the coordinates: -2500 cm, 1500 cm, and -1500 cm.

Step 14
Right click on the Light in the Object panel and select Target under Cinema 4D Tags.

Step 15
Select the Target tag in the Object panel, then go to the Attributes panel. Now drag the carpet object from Object panel into Target Object.

Step 16
Right click on the Light in the Object panel, and select VrayLight under VrayBridge Tags.

Step 17
Select the VrayLight Tag and go to the Attributes panel. In the Sun light tab check on everything. Change the Intensity multiplier to 1, and the Photon emit radius to 130.

Step 18
Go to the Common tab, and check on Enable shadows. Set the Shadow bias to 0.05 cm.

Step 19
Now we have to prevent any pervasion of light rays into the scene from the top. Create new Plane for the ceiling, and change the coordinates to: -50 cm, 250 cm, 0 cm.

Step 20
Hide the Light in the editor.

Step 21
Go to the Materials panel, and create new VrayMaterial by going to File > VrayMaterial. Name it walls.

Step 22
Double click on the new material, and change the Diffuse Color to 80, 120, and 5, and the Brightness to 90%.

Step 23
Assign the walls material to the walls objects in the Object panel. To do this, just drag the material from Materials panel onto the walls object in the Object panel.

Step 24
Create a new Vray material and name it tiles. Double click on it and set the Texture Map under the Diffuse Layer 1 tab to Tiles.

Step 25
Click on Tiles now and set the colors according to picture below. Set the Bevel Width to 10%. You can play with the Pattern also, but I left it with Squares.

Step 26
Click on Diffuse Layer 1 and copy the channel we have just made.

Step 27
Check on the Bumpchannel and paste it into the Texture Map. Change the Bump amount to 0.3 cm, and assign the material to the blocks object. Select the material tag, in Object panel, and change the Projection to Cubic. Change count of tiles in both directions to 5.

Step 28
Create a new Vray Material and name it wood. Load the woodTiles.jpg file into the Diffuse Layer 1. Do the same in the Bump Layer. Set the Bump amount to 0.3, and check Bump Shadows and Specular Layer 1 on. Apply the material to the walls object.

Step 29
Select the walls object in the Object panel, and go to Polygon Mode. Select the floor polygons, and go to Selection > Set Selection.

Step 30
Select the wood tag in Attributes panel, and drag the selection tag from Object panel (orange

triangle) into the Selection item in Attributes panel.

Step 31
Change the Projection to Cubic, and count of tiles in both directions to 2.

32
Create a new Vray Material and name it cupboard. Load the woodCupboard.jpg file into the Diffuse Layer 1. Do the same for the Bump Layer, set the Bump amount to 0.3, and check Bump Shadows on. Check on Specular Layer 1, and set the amount to 95%. Go back to the

Diffuse Layer, click on the Texture Map arrow again, and select Layer.

33
Click on the Layer, select Brightness / Contrast / Gamma from the Effects tab, and set the Gamma to 1.6.

Step 34
Assign the cupboard material to the doors group in the Object panel. Change the Projection to Cubic, and set the count of tiles in both directions to 2.5.

Step 35
Duplicate the cupboard material, name it cupboardDark, and change the Gamma value to 1.1.

Step 36
Assign this material to the objects shown below. Change the Projection on everything to Cubic with 3 tiles in both directions.

Step 37
Create a new Vray Material and name it lustrous. Check on the Specular Layer 1 and the Reflection Layer. Change the Diffuse color to black. Assign the material to the lamp, the little holders, the hooks, the holders, the oven, the sink unit, the sink, and all of the door handles.

Step 38
Create a new Vray Material and name it carpet. Select the Checkerboard surface as the Texture Map. Go to the Checkerboard settings and change the U Frequency to 5 and the V Frequency to 0. Change the black color to green (80, 100, 0), check on Bump, set the Bump amount to 3 cm, and enable Shadows. Select the Noise shader as a Texture Map. Go to the Noise settings and change the Global Scale to 5%. Assign the material to the carpet object, and change the Projection to cubic with 2.5 tiles.

Step 39
Duplicate the walls material and name it chairsGreen, then check Specular Layer 1 on. Duplicate the chairsGreen material, name it chairsOrange, and set the color to orange (255, 128, 0). Assign the materials to chairs.

Step 40
Make three copies of the chairs material and name them dishes1, dishes2, and dishes3. Change the colors to orange, brown and white. Assign those materials to the various cups and bowls. Assign the dishes3 material to the oven door and the top part.

Step 41
Create a new Vray Material and name it cooker. Load the cooker.jpg file into the Diffuse Layer 1 as a Texture Map. Assign the material to cooker object. Set the Projection to Cubic with 4 tiles in both directions.

Step 42
Create a new Vray Material and name it painting. Load your favorite image or photo to the Texture Map and assign the material to the painting object. I used skinnyGirls.jpg for mine. Play with the X and Y Length in Attributes panel to fit the picture properly, and change the Projection to Cubic.

Step 43
Duplicate the walls material and name it files. Change the Diffuse color to orange (240, 80, 0). Assign the material to files in the Object panel.

Step 44
Open a new Cinema 4D file and create a plane. Set the proportions to 15 cm x 30 cm, and the segments to 10 and 20. Make it editable (C). Go to the Polygon Mode. Go to the right view (F3). Pick the Brush Tool (MC), set the Radius to 20 cm, and imitate the leaf profile.

Step 45
Switch to the top view (F2) and do the same with Brush, but imitate the leaf shape this time.

Step 46
Duplicate the leaves, and distribute them into the circle. You can rotate them and move them to give them natural look.

Step 47
Group the leafs and name it leafs. Paste it into the main scene and change the coordinates to -125 cm, 98 cm, -90 cm.

Step 48
Create a new Vray Material and name it leaf. Go to the Material Weight tab and load the leafAlpha.jpg file as a Texture Map. Go to the Diffuse Layer 1 and load the leafDiffuse.jpg file as a Texture Map. Load the same file into the Bump tab, and change the Bump amount to 0.2 cm. Assign this material to every leaf in the leafs group.

Step 49
Now distribute the flowers about the scene to give it better look. You can copy some of objects and place them into the empty spaces.

Step 50
Assign the cupboard material to the last unit object, and set the Projection to cubic with 2 tiles in both directions.

Step 51
Select the kitchen_unit object.

Step 52
Switch to the right view (F3), and go to Point Mode. Pick the Rectangle Selection Tool and check off Only Select Visible Elements in the Attributes Panel. Select the points of the top of the table surface.

Step 53
Go to the perspective view (F1), hold down the Ctrl key, and click on the Polygon Mode icon. The selection is now converted from point to polygons. Go to Selection > Set Selection.

Step 54
Create a new Vray Material and name it marble. Set the Noise shader as the Texture Map. Go to the noise settings, change the Noise to Fire, an set the High Clip to 45%, and the Contrast to 90%. Check on Specular Layer 1 and Reflection Layer. Set the Reflection Amount to 85%.

Step 55
Assign the material to the kitchen_unit object. Select the Material tag and drag the selection you made before into the Selection field in the Attributes panel. Change the Projection to Cubic.

Step 56
Open the Render Settings (Ctrl + B) and disable Render As Editor.

Step 57
Go to the Output tab and set the Resolution to 1000px x 600px.

Step 58
Go to the Save tab and type kitchenRender in the Path. Close the Render Settings, make sure you are on the camera, and render the image (Shift + R).

Step 59
When the image is done rendering, open it in Photoshop. Add new Brightness/Contrast adjustment layer, and set the values to 30 and 35. Go to the mask of the Brightness/Contrast layer and pick a soft round brush with a 500 px diameter. Set the foreground color to black, and start painting onthe mask over the light spaces of the image.

Step 60
End of tutorial! Hope you enjoyed it!!

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