April 30, 2014

How to model a Chinese Table Set with 3ds Max

In this tutorial i will show you how to create
a Chinese Table Set with 3ds Max and Vray. I will model the
, the chopsticks holder, a bowl, a plate, a plateau and a table rug. After you finish this tutorial your image should be similar with the one above. If you follow this tutorial well you should achieve an image like the one above. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats.


Step 1: First we will create the chopsticks. So in front viewport, form Create, Geometry create a plane with 2 Length and Width segments and the Length and Width amount should be 0.6cm. Right click to convert the plane to Editable Poly.
Note: Press “V” on your keyboard to switch between viewports.
Step 2: In Modify tab go to edge selection mode and using the Connect or Cut tool create the edges you see i have selected bellow. To make a cut simply click where to start and where to end. To connect edges, select 2 or more edges and click on Connect.
Step 3: In Vertex selection mode select the corner vertices and using the Select and Scale tool scale the vertices down a little bit in X and Y axis direction. You can see the amount of scaling at the bottom of the screen.
Step 4: Add a Shell modifier and change the Inner amount to 23cm.
Step 5: Convert the object to Editable Poly. Right click, Convert to> Convert to Editable Poly. Go in vertex selection mode and select the vertices from one end of the object. Using the Select and Scale tool scale down the vertices to 40.
Step 6: Select all the middle edges and click on the little box next to connect. Connect the edges with to segments and a Pinch of 99.
Step 7: Go in polygon selection mode and press CTRL A to select them all. In Polygon: Smoothing groups rollout menu first click on Clear All to reset the existing smoothing groups and after that click on 1 to apply a smoothing group.
Step 8: It”s time to create the chopsticks holder. In front viewport from Create, Geometry create a Cylinder with the Radius amount of 0.5cm and the Height of 4.0cm. Change the Height segments to 2, the Cap segments to 1, and the Sides to 20.
Step 9: Convert to Cylinder to Editable Poly and in Polygon selection mode select the end polygons. Inset them with an amount of 0.05cm.
Step 10: Create the
middle edges or vertices and scale them down using the Select and Scale tool to 45.
Step 11: Chamfer the middle edges with an amount of 0.4cm and 1 segments.
Step 12: Select the middle polygons and Extrude them with an amount of -0.06cm and change the extrusion type to Local Normal.
Step 13: Using the Loop tool in edge selection mode make a loop selection of the edge you see selected below. Chamfer them with an amount of 0.015cm and 1 segment.
Step 14: From the Modifier list add a Smooth modifier. Check the Box for Auto Smooth.
Step 14: We will create the bowl now. From Create, Shapes create a Line like the one you see below.
Step 16: In vertex selection mode use the Fillet tool and Fillet the vertices as you see below. To apply a fillet simply click on it to activate it, click and drag on the vertex to apply it.
Step 17: From the Modifier list add a Lathe modifier. Check the box for Weld Core and change the number of segments to 48.
Step 18: Click on Max the get the bowl shape or select the Axis from the Lathe modifier and move it to the right using the Select and Move tool.
Step 19: Let”s create the Plate now. From Create, Geometry create a Plane with the Length and Width amount of 12cm. Length and Width segments should be 4.
Step 20: Add a Shell modifier with the Inner amount of 0.25cm.
Step 21: Apply a FDD4x4x4 modifier, select all the corner control points and move them up to create a curve.
Step 22: Convert the object to Editable Poly.
Step 23: In edge selection mode, select slots online one edge, click on Ring, click on the box next to Connect and change the Slide amount to -80.
Step 24: To the exact same thing we did in step 23 to connect the edge 3 more times.
Step 25: Make another Ring selection of the edges and connect them with 2 segments and a Pinch of 50.
Step 26: Add a Turbosmooth modifier from the Modifier list.
Step 27: Add an Edit Poly modifier, go in polygon selection mode, select the polygons you see below and Inset them with an amount of 0.1cm
Step 28: Extrude the polygons with an amount of 0.5cm.
Step 29: Make the polygons Planer to Z.
Step 30: Inset the polygons again with an amount of 0.1cm.
Step 31: www.atoledo.com Make a loop selection of the edges you see below and Chamfer them with an amount of 0.05cm.
Step 32: Add another Turbo smooth modifier from the Modifier List.
Step 33:  Moving on to the Table rug. From Create, Shapes create a Line like the one you see below.
Step 34: Go in Spline selection mode, select the spline and create an Outline of  0.035cm by clicking and dragging on the spline. Use the image as reference since you will need to apply a different amount considering our spline is different.
Step 35: Select the new create spline and click on Detach. Click OK to Detach.
Step 36: Select the new Detach shape and Delete the selected vertices.
Step 37: Check the box for Enable in Viewport and Renderer. Change the Radial amount to 0.07cm(or whatever you need) and the Sides to 6.
Step 38: Convert the shape to Editable Ploy, select all the Polygons and apply a Smoothing group.
Step 39: Select the first created line and apply a Shell Modifier. Change the Inner amount to 30cm and convert the Object to Editable Poly.
Step 40: Using the Select and Move tool hold down shift and move the object to the right. Change the number of copies to 75 and click OK.
Step 41: Click the Box next to Attach, select all the 75 new created objects and click Attach. Click to select the first line, hold CTRL SHIFT and click the last one to selcte them all.
Step 42: Make 3 copies of the objects and position them like you see below.
Step 43: Make copies for all the parts of the rug.
Step 44: Again, clone…
Step 45: To create the Plateau from Create, Geometry create a Plane with 1 Length and Width segments. Change the Length amount to 13cm and the Width amount to 35cm. Convert the plane to editable poly.
Step 46: Go in Polygon selection mode, select the one polygon and Bevel it with the Height of -2.0cm and the Outline amount of -3.0cm.
Step 47: Add a Shell modifier and changer the Inner and Outer amount to 0.15cm.
Step 48: Add an Edit Poly modifier, go in Edge selection mode, select one corner edge and click on Ring. Connect the Edges with 2 segments and a Pinch of 50.
Step 49: With what you have learn until now you will be able to create the edges you see selected below using Ring and Connect.
Step 50: Again, create this new line you see selected using Ring and Connect(with Slide).
Step 51: Add a Turbosmooth modifier and change the Iterations to 2.
Step 52: Add a FDD3x3x3 modifier and Scale down the middle horizontal and vertical control points like you see below. Not all at once. First the Horizontal then the Vertical control points.
Step 53: Using Select and Move, Select and Scale and Select and Rotate tools arrange the objects like you see below or you can arrange them as you like.
Step 54: We will create some basic materials and a simple render in the next steps. First changer the render engine to Vray. On the main bar click on Rendering> Render Setup or press F10. Click on Common, click on the three dots next to Default Scanline Renderer, chose VRay and click OK.
Step 55: Press “M” to open Material Editor or select it from the main toolbar. Select the first material, click on Standard and chose VRayMtl.
Step 56: Select all the objects from the scene and apply the material to them by click on Assign material to selection.
Step 57: From Create, Camera create a Target camera and position it like you see below. Click on “C” in your viewport to change the view to Camera.
Step 58: Open Material editor and select the second material. Change it to VRayMtl. Change the Diffuse color to black, rgb: 0,0,0 and the Reflect color to dark grey, rgb, 30,30,30. Change the Reflection Glossiness to 0.75 and the Subdivs to 16. Click on the little box and chose Noise. Change the Noise Size to 2.0 the First color to light grey rgb, 190,190,190 and the second color to a darker grey rgb, 140,140,140. Apply this material to the Plateau.
Step 59: Duplicate the previously created material, change it”s name and his color to white rgb, 250,250,250.  Apply this material to the bowl and plate.
Step 60: Create a new VrayMtl, change the Diffuse color to black and the Reflection color to dark grey, rgb, 40,40,40. Change the Reflection Glossiness to 0.85 and the Subdiv to 16. Click the box next to Reflection Glossiness, chose Noise and click on OK. Change the Noise amount to 0.25, color 1 to rgb 200,200,200 and color 2 to rgb 170,170,170. Apply this material to the Chopsticks holder.
Step 61: Create a new Vray material. Change the diffuse color to rgb 5,5,5 and the reflection color to rgb 30,30,30. Change the Reflection Glossiness to 0.7 and the Subdivs to 16. In Maps rollout menu click on None next to Bump, click on Bitmap and add this Bump Map(Click to Open).
Step 62: In Bitmap click on Show Standard Map in Viewport and Assign material to the chopsticks. Add an UVW Map to the chopsticks change the mapping type to Box change the amount for Length to 2cm and the Width and Height amount to 1cm. Select the gizmo and position it like below.
Step 63: Duplicate the previously create material. Click the box next to Diffuse, select Bitmap and add thisTexture(Click to Open).
Step 64: Select the Rug and assign the
material to it. Add a UVW modifier, change the mapping type to Box and the amount of the Length, Width and Height to 2.0cm.
Step 65:  Create a new material with the settings you see below and apply it to the rug binds.
Step 66: F10 to open Render Setup and change the setting as you see below. In Environment check the Box for Reflection. Click on None and select VRayHDRI.
Step 67: Now click and Drag the VrayHDRI from Environment to any free slot in Material Editor. Select Instance and click OK. Click on Browse select the Kitchen HDRI. You can download free HDRI of kitchen from it”s in . max file.
Step 68: Change the render setting in Render Setup as you see below. Check the box for Show Calc. Phase in Light Cache as you can”t see this in the image.
Step 69: Add a VrayLight from Create, Light, Vray. Position it like below. Change the Multiplier to 5, the color to a light yellow, the Half-Length to 30cm, the Half-Width to 25cm, check the box for Invisible and change the Subdivs to 16. Press F9 to render.
I hope you enjoyed reading this tutorial. 

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