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Trong bi tt ny, ti muon huong dan cc ban cch trnh by 1 canh noi that su dung

phan mn 3DMax 6 v phuong php chiu sng voi Vray, nhung cng c th ban se ko dat
duoc kt qua m ti trnh by . Bi Tuto ny kh chi tit nhu th nhng nguoi bt dau
khng can phai lo l ko nm bt duoc. N se gip ch nhiu cho ban cch su dung cc
cng cu co ban v giao din trong 3dmax.


Phn 1 : To Mu
Modeling


Buc 1 : tao 1 mp phng vi kch
thoc 5 m X 8m. V nhng doan 8 X
5 sau d di sang nhng da gic v
dy nhng da gic xc dinh ln. trn
nh cao khong 2.65 m

Creating edge > Quick Slice
Extrudnig >Extrude
Connecting vertexes together >
Collapse

Nh s dung t l cnh thch hop
Trong canh ny 1unit =1cm

Boc 2 : Tao mt khung nh ca 1
ci ca s. truc tin, dt 1 ci hp
vi kch thoc ca cnh ca s,
segments khong . Di chuyn cc
dnh d tao 1 phn doan ca khung
cnh. Copy nhng ci hp ny v
ni kt bng cch di chuyn bin.
Nh l b cong cc dnh. Pha bn
tri ca hnh ban c th nhn thy 2
phuong php kt ni cc khi hp.



Buc 3 : p dung Mesh Smooth cho
khung cnh ca s. tap nhm l
Classic, Iterations : 2 v strenght
:0.2 lm min dung dy 1 cch
chnh xc th ban tao thm bin nhu
hnh minh hoa



Buc 4 : copy nhng khung hnh d
dn ca s th hai v dn ca ban
cng. cui cng, di chuyn cc dnh
d kt vi kch thoc ca cnh ca .
v tao tay cm (cho cnh ca) t
nhng khi hp nh tip tuc ng
dung Mesh Smooth. ng qun
nhng ngung ca (tung chn mi)



Buc 5 : tao nhng hng ro rt d
nhung tn thi gain v d chn nn.
Hy tao n bng cch s dung
nhng khi hp vi cgn cu mesh
Smooth nh (strenght :0.04) sau d
ni chng lai. Ch thm Mesh
Smooth cho dung song chnh pha
trn v pha dui



buc 6 : by gi hy tao ra mt vi
th d dac trogn nh. tao 1 k sch
vi nhng khi hp v gi sch
(105X 210 X 60 )



Buc 7 : sau d tai ci t vi cc k
gi giu di phi dui, tao ci bn
vi tm knh pha trn. Kch thuc
duoc trnh by trong hnh.



Buc 8 : chng ta s tao ci gh,
dung 4 chn gh ging nhau .
Extrude khi da gic pha trn v
ni chng lai d c mt m hnh
chic gh co bn. tao phn tua hung
dang cong bng cch extrude cc
khi, chon tt c v p dung Bend
(luu cc khi du phi duoc chon
cng lc) vi gc :10 -20. Tip
theo, nhp phi chut vo bend
motifier v b cong tt c. ban d
tao cong phn tua lung nhung
chng chua duoc kt ni cht ch
lm vi phn cn lai ca chic gh.
ban phi xoay khi da gic vi
hung dng vi mc d chun.tm
nm gh duoc tao bi khi hp don
gin vi nhng doan 4 X 4 X 4 v
Mesh Smooth




Buc 9 : lm rm ca
Tao hai dung cong NURBS ging
ht. di 1 dung dn pha trn ca
ca s. ni chng lai v s dung
cng cu Blend d kt ni cc khi.
ng thi cng tao thanh ca rm



Khung cnh chng ta phi trng nhu
vy. Thay v tao ra cc np nhn cc
ban c th tao ra cc ci g


Buc 10 : tao 1 l ci l sui s
dung 6 khi hp vi Mesh Smooth.
tao ra 6 khi hp khong cch
ging nhau phi s dung cng cu
Array.



Buc 11 : tao 1 dng bo v tap ch
cc loai.
v 1 khi hnh hp, chuyn sang cc
khi hnh chnh sa duoc v di cc
dnh ca gc xung pha dui mt
cht. nhp vo hnh d xem duoc
m hnh.



Buc 12 : boc cui cng chng ta
s thm vo mt s chi tit sng
dng cho khung cnh .
u tin, tao hnh dang ca chic l
s dung Line ( creat > shapes >
splines > line ) Tao mt hnh dang
nhu mn hnh. Suy ra 16 boc. tip
d extrude chng vi s luong
(amount) 0,2 v 2 doan.
Sau d thm vo Bend modifier v
dng 1 luong theo ring ca ban.
Collapse tt c modifiers v chuyn
chng sang cc khi chnh sa duoc.
Di chuyn nhng cht dim dn gc
l (sau ny s phn gia ca cy)
lp tn cho chic l ny (v du
:leaf01)
tip theo, gia nt Shift v xoay
chic l my ln, chnh lai kch thuc
ln nh cho cc chic l d n trong
tu nhin.


Buc 13 : tao chu hoa
tao 1 doan ca chu s dung Line.
Sau d1o p dung Lathe modifier v
click ln Align Max. chon Weld
Core v thit lp 48 phn doan
(segment) hay nhiu hon
tip d chuyn sang Editable Poly


Kt thc phn 1 : tao mu
phn tao mu chnh d hon tt. Trong phn tip theo chng ta cung s tao mu nhung chi d trang tr thi , nhu sch, bnh hoa v
cc thu khc


Phn 2: Hoa vn cht liu




Buc 1 : truc ht chng ta
phi hon tt m hnh cn
phng.
tao trn nh v phn cn lai
ca cc bc tung. nh l cc
khi (poly) cng phi duoc
dt ngoi. nu ban ko lm
vy th nh sng s xuyn
wa trn nh v c nh chiu
sng s bi sai lch.

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.



Buc 2 : thit lp cht liu
cho nn nh v tung, chin
tt c khi tong v nn. dt
ID1 ch chon cc bc
tung, dt ID 2 sau d
chon bc tong s duoc t
mu xanh hoc cc mu khc
v dt l ID 3.
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 ".



Boc 3 : m Material Editor
ra (phm tt M ). Kch chon
nt Material type v chon
Multi/Sub object. tip d
chondiscard od material
thit dt thng s l 3

Step 3: pen Material Editor
( Hotkey : " M "). Select one
ball. Click on the Material
Type button and Choose
Multi/Sub bject. Than
choose " discard old
material" . Set number on
"3".



Buc 4 : by gi hy kch
chut vo cht liu vi ID =
1 v ln na kch chut vo
nt material type v chon
VrayMtl. Lc d ban s thy
ption ca cht liu Vray .
trn cng l mu ca cht
liu v ci hp thoai nh l
d p dung hoa vn v bn
d (red 1 ). Click vo d v
chon bitmap
Chon t my ban file
directory / floor.jpg. v ca
s ty chon bitmap s hin
ra. ban c th thit lp mu
sc, chiu xoay v.v.. cho
bitmap d. d xem bitmap
vi viewport kch chut vo
chessboard (red 2). By gi
tr lai vi cht liu nn nh
bng cch nhn icon vi mi
tn (red 3)
Step 4: Now click on the
material with ID = 1 . And
again click on material type
button and choose VRayMtl .
ou will see the options of
VRay material. n 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. ou 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 ).



Buc 5 : nn nh ca chng
ta l nn g, nhung nu vy
th2i s chng phn chiu ci
g c Click vo mu Reflex
v thit dt nhu sau : RB:
4,4,4 hoc d mu trng
dn gi tri (value) 4.
lossiness 0,. (glossiness l
mt dang phn chiu v khc
xa t vt cht sc bn c th
dich l su bng lng).
lossiness 1.0 l bng nht,
gim gi tri s lm cho d
tuong phn m di.
Sau d, m Maps, di chuyn
v nh chut. Difuss map
thnh Bumpmap Slot v thit
thng s dn 20

Step 5: k, our floor is
wooden :) But it doesn't
reflect anything Click on
Reflect color and set
RB: 4,4,4 or just
whiteness value to 4. Than
set lossiness to 0, .
lossiness is a kind of
sharpness of reflection or
refraction . lossiness 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 .



Buc 6 : by gi th ban d
bit cch thit dt mu sc
v thng s nhu th ti ch
c th ni dn cc gi tri
Tung trng : mu RB :
254, 255, 253
Tung xanh l : 16, 205,
10
hp cht liu cho nn v
tung: chon khi kin trc v
trong bng Material editor
chon Multi/Sub Material .
click icon with ball, arrow
and box Lc ny ban s thy
hoa vn trn nn v nhng
bc tung duoc t mu. Hoa
vn c v ln hon nhung
buc tip theo ti s hung
dn ban lm cho n nh lai.

Step 6: Now you know how
to set colors and parameters
so I will tell you only values.
White wall:
Color RB: 254 , 255 , 253
Green wall:
Color RB: 16 , 205 , 10
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 " :) ou
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.



Buc 7 : c duoc kch
thuc dng ca hoa vn ,
ban hy thm vo UVW Map
Modificator cho cn phng.
Click nt Bitmap Fit v chon
hoa vn floor.jpg. by gi
chon imo (phm nng : 1)
v scale lai d cho nn nh
nh hon.

Step 7: To set the right sie
of texture add UVW Map
Modificator to the building
.Click Bitmap Fit button and
choose floor.jpg texture. Now
select the imo ( Hotkey : 1
) and rescale it to make floor
smaller.



Buc 8 : by gi tao hoa vn
cho k sch . tao mi cht
liu VrayMtl. chon hoa vn
Wod02.jpg . Reflection :15
v lossiness : 0,65. p
dung UVW Mapping Modifier.
Chon Box Mapping v dng
Bitmap Fit. d lm cho cc k
trong khc nhau , chon cc
khi v thm UVW Mapping
Modifier. (ti d chon hai
nhm ca 3 k sch). Sau d
ghp vo Poly Select
Modifier, chon cc nhm
khc ca k v p dung UVW
Mapping
Step 8: Now let's texturie
our bookshelf. Create new
VrayMtl material. Choose
wod02.jpg texture.
Reflection: 15 and lossiness
: 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.
ust open the screensaver.






Buc 9 : tao hoa vn cho bn. t
cht liu VrayMtl cho b mt ca
bn
Diffuse color :
RB (18 21
20)
Reflect : 20
Refract : 24
Fog color : RB (144 211
18)
Fog multiplier: 0,02
Affect shadows, affect alpha.

Step 9: Texturing table.
Create new VrayMtl material.
It will be a table top.
Diffuse color:
RB ( 18 21 20 )
Reflect: 20
Refract: 24
Fog color:
RB ( 144 211 18 )
Fog multiplier: 0,02
Affect shadows, affect
alpha. Apply this material to
the table top.




Buc 10 : tao cht liu cho
chn v gi bn
Bitmap : wood01.jpg
Reflect : 15
lossiness : 0,65
Copy Diffuse Map cho Bump
slot v Bump : 5
p cht liu cho chn v gi ,
s dung UVW
Modifiler cho hop vi bitmap

Step 10:
Now create a new
material for legs and
shelf.
Bitmap: wood01.jpg
Reflect:
15Glossiness: 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.




Boc 11 : di vi chic gh,
cng p cht liu nhu chng
ta d lm vi ci bn v
dng c UVW Mapping.
i vi tm nm gh ta tao
cht liu Vray
Color : RB (254 258 230)
Thm Diffusemap :
cushionbump.jpg thng s
: 20
Thm Bumpmap :
cushionbump.jpgvi 1
luong 35
Sau d copy ra 5 chic gh
c c nm. UVW khng thay
di

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 :




Buc 12 : cht liu cho khn
bn
Diffusemap : tablecloth.jpg
Bumpmap : tablecloth.jpg
dt l 30
Apply v dng UVW Mapping.

Step 12: Material for table
cloth :
Diffusemap:
"tablecloth.jpg"
Bumpmap: "tablecloth.jpg"
amount : " 30 "
Apply and use UVW
Mapping.



Buc 13 : cht liu l sui
Color : RB (242 242 242
)
lossiness : 0,5
Reflection : 30

Step 13: Radiator material:
Color:
RB ( 242 242 242 )
lossiness : 0,5
Reflection: 30



Buc 14 : cht liu cho n
Color : RB ( 24 24
24 )
Reflect : 20
lossiness: 0,
Bump: Noise ( amount 20 )
Cc tm knh :
Color:
RB ( 24 24 24 )
Reflect: 20
Refract: 24
Affect shadows and alpha .

Step 14: Lamp material:
Color:
RB ( 24 24 24 )
Reflect : 20
lossiness: 0,
Bump: Noise ( amount 20 )
Glasses :

Color:
RB ( 24 24 24 )
Reflect: 20
Refract: 24
Affect shadows and alpha .



Buc 15 : cht liu cho mn
vi
nhp vo hnh d xem thng
s thit dt

Step 15: Curtain material:
Click on the picture to see
curtain settings.

Phn 3 : Chiu sng
Part 3: Lightning





Buc 1 : troc tin chng ta
phi tao mt tri
tao nh sng truc tip
Thit lp nhu sau :
Shadows : Vray
Multiplier : 1.0
chon Area shadows, Subdivs
=12

Step 1: First we have to create
sun :)
Create Direct Light.
Settings:
Shadows : Vray
Multiplier: 1.0
Check Area Shadows ,
subdivs=12 .



Buc 2 : thm Vray Lighting
vo. t Vray Lights ca s.
Hai ci dt phng bn. Click
vo hnh d xem tt c thip lp
cho nh sng (Light)

Step 2: Adding Vray Lights .
Place Vray Lights in windows .
Two in the nearby room. Click
on the picture to see all Lights
settings.



Phn 4 : Rendering
Part 4: Rendering




Buc 1 : click vo hnh v copy lai
thit dt cho rendering

Step 1: Click on the picture and
copy rendering settings.

Ti mong bi tt ny s gip ch cho ban. Sau dy l mt s renders cho ni tht ny
V 3dmax 6 scene file: ..minterior.max
I hope this tutorial was helpful for you . Here are some renders of this interior.
And 3dsmax 6 scene file :

.. minterior.max ..




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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