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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 timeconsuming 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 ).

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: 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

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 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

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.

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 ).

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.

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.

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.

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.

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 )

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 <<

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.

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 ..

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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