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Evermotion: 3dsmax: Creating an interior scene

Creating an interior scene


written by: Michal; Rogozinski ' 3d visionary'

21-05-2004
info@evermotion.org
Index:
Part 1: Modeling
Part 2: Compositing
Part 3: Texturing and Materials
Part 4: Lightning
Part 5: Rendering

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 ...

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Evermotion: 3dsmax: Creating an interior scene

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 ) .

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Evermotion: 3dsmax: Creating an interior scene

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. porcze i balustrady )

Step 6: Let's make some furniture. A simple bookshelf


made of boxes and shelves ( 105 x 210 x 60 ).

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Evermotion: 3dsmax: Creating an interior scene

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 .

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Evermotion: 3dsmax: Creating an interior scene

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.

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Evermotion: 3dsmax: Creating an interior scene

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: Modeling

Main models are finished. In next Part we will be also


creating models but only for decoration . Such as
books, vase and others.

End of Part 1

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all rights reserved 2004 @Evermotion Team

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Evermotion: 3dsmax: Creating an interior scene

Creating an interior scene


written by: Michal; Rogozinski ' 3d visionary'

21-05-2004
info@evermotion.org
Index:
Part 1: Modeling
Part 2: Compositing
Part 3: Texturing and Materials
Part 4: Lightning
Part 5: Rendering

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.

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Evermotion: 3dsmax: Creating an interior scene

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.

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Evermotion: 3dsmax: Creating an interior scene

Step 5: Add some books on the shelves and some


boxes. And don't forget to insert a window panes
( boxes ).

End of Part2: Composition

I think the composition is finished. You can always add


some your objects or make different.

End of Part 2

Pages: [ 01 ] [ 02] [ 03 ] [ 04 ] [ 05 ]

all rights reserved 2004 @Evermotion Team

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Evermotion: 3dsmax: Creating an interior scene

Creating an interior scene


written by: Michal; Rogozinski ' 3d visionary'

21-05-2004
info@evermotion.org
Index:
Part 1: Modeling
Part 2: Compositing
Part 3: Texturing and Materials
Part 4: Lightning
Part 5: Rendering

In this Part you will learn how to use textures and create Vray materials.

Remember ! To see Vray materials in Material Editor you have to Assign Renderer by pressing F10 and choose Vray renderer as the
Production renderer.

First download this textures :

>> mtextures.rar<<

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.

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Evermotion: 3dsmax: Creating an interior scene

Step 2: Set the materials on 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 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 click icon
with chessboard ( red 2 ) . Now back to the Floor
Material by pressing icon with arrow ( red 3 ).

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Evermotion: 3dsmax: Creating an interior scene

Step 5: Ok, our floor is wooden :) But it doesn't


reflect anything! Click on Reflect color and set
RGB: 49,49,49 or just whiteness value to 49. Than set
Glossiness to 0,7 . Glossiness is a kind of sharpness of
reflection or refraction . Glossiness 1.0 is maximum
sharp. Lower values makes reflection more blured.

After that 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: 169 , 205 , 107

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 " :)
You should see big texture on the floor and colored
walls. Texture is too big but in next step i will show you
how to small it.

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Evermotion: 3dsmax: Creating an interior scene

Step 7: To set the right size of texture add UVW Map


Modificator to the building .Click Bitmap Fit button and
choose floor.jpg texture. Now select the Gizmo
( Hotkey : 1 ) and rescale it to make floor smaller.

Step 8: Now let's texturize our bookshelf. Create new


VrayMtl material. Choose wod02.jpg texture.
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 new VrayMtl material.


It will be a table top.

Diffuse color:
RGB ( 198 ; 219 ; 207 )

Reflect: 20

Refract: 247

Fog color:
RGB ( 144 ; 211 ; 198 )

Fog multiplier: 0,02

Affect shadows, affect alpha. Apply this material to


the table top.

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Evermotion: 3dsmax: Creating an interior scene

Step 10:
Now create a new material for legs and shelf.

Bitmap: wood01.jpg

Reflect: 15

Glossiness: 0,65

Copy Diffuse Map to the Bump 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. 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 table cloth :

Diffusemap: "tablecloth.jpg"

Bumpmap: "tablecloth.jpg" amount : " 30 "

Apply and use UVW Mapping.

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Evermotion: 3dsmax: Creating an interior scene

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 .

Step 15: Curtain material:

Click on the picture to see curtain settings.

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Evermotion: 3dsmax: Creating an interior scene

Step 16: Windows material:

Color:
RGB ( 238 ; 238 ; 238 )

Reflect: 10
Glossiness: 0,9

Step 17: Sill material

Texture: wood02.jpg

Reflect: 15
Glossiness: 0,9

Bump: wood02.jpg ; Amount: 20

Step 18: Bowl material

Click on the picture to see values.

Colors:

Diffuse ( 153 ; 0 ; 0 )

Reflect : 45

Refract ( 216 ; 106 ; 106 )

render time : 30 min ( both subdivs : 20 )

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Evermotion: 3dsmax: Creating an interior scene

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 There is a material library of our scene :

>> interior matrials <<

Pages: [ 01 ] [ 02] [ 03 ] [ 04 ] [ 05 ]

all rights reserved 2004 @Evermotion Team

http://www.evermotion.org/tutorials/mich/minterior03.htm (8 sur 8)02/08/2004 12:11:11


Evermotion: 3dsmax: Creating an interior scene

Creating an interior scene


written by: Michal; Rogozinski ' 3d visionary'

27-06-2004
info@evermotion.org
Index:
Part 1: Modeling
Part 2: Compositing
Part 3: Texturing and Materials
Part 4: Lightning
Part 5: Rendering

Part 4: Lightning
Step 1: First we have to create 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.

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Evermotion: 3dsmax: Creating an interior scene

Pages: [ 01 ] [ 02] [ 03 ] [ 04 ] [ 05 ]

all rights reserved 2004 @Evermotion Team

http://www.evermotion.org/tutorials/mich/minterior04.htm (2 sur 2)02/08/2004 12:11:36


Evermotion: 3dsmax: Creating an interior scene

Creating an interior scene


written by: Michal; Rogozinski ' 3d visionary'

28-06-2004
info@evermotion.org
Index:
Part 1: Modeling
Part 2: Compositing
Part 3: Texturing and Materials
Part 4: Lightning
Part 5: Rendering

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 file :

.. minterior.max ..

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Evermotion: 3dsmax: Creating an interior scene

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Evermotion: 3dsmax: Creating an interior scene

To add a background you must save render as Targa Image. After you must apply a layer with background and adjust colors and illumination.

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all rights reserved 2004 @Evermotion Team

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