April 30, 2014

How to model Living Room Furniture with 3ds Max


Today we will learn how to model Living Room furniture. You will also learn how to create a basic room with illumination. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats. Let”s move on.


Step 1: To start off this tutorial let”s create a simple shelf. To do this, from Create, Geometry, Extended Primitives create a Chamferbox with the Length of 145.0cm, the Width of 85.0cm and the Height of 2.0cm. Set the Fillet amount to 0.1cm and change all the segments to 1. Uncheck the Smooth box. Create another box with the Length 3.0cm, the Width 105.cm and the Height 20.0cm. Change the Fillet amount to 0.1cm. Using the Select and Move tool hold down Shift to clone this last Box. Select it, press Shift and move it down, in Clone Options chose Copy and change the number of clones to 2. Now using the Select and Move tool position the box in all view to fit like below. Note: Press “V” to change viewports. Press ALT W to switch between 1 viewport and 4 viewports.
Step 2: Select all 4 boxes, click on Group on the main toolbar and select group to group the objects together. Change the name to Simple_Shelf or whatever and click OK. To change the color of the objects just click on little
colored box in Modify tab, select your desired color and click OK.
Step 3: From, Create, Geometry, Standard Primitives create a new Box with the Length of 145.0cm, the Width of 145.0cm and the Height of 30.0cm. Change the Length and Width segments to 3 and the Height segment to 1. To convert the box to Editable Poly right click on the screen and click on Convert to>Convert to Editable Poly.
Step 4: Go in Modify tab and go in Edge selection mode. Select the 4 middle edges and click on Loop, with 32 edges selected click on the little box next to Chamfer, change the amount to 1.0cm and click OK.
Step 5: Select the 10 side polygons and Extrude them with an amount of 2.0cm.
Step 6: Now select the Top and the Bottom polygons and Extrude them with an amount of 3.5cm.
Step 7: Select the polygons you see selected below and Extrude them with an amount of 2.0cm.
Step 8: Again select the polygons you see selected below and Extrude them with an amount of -29.0cm.
Step 9: Go in Edge selection mode and press CTRL A to select all edges, now Chamfer them with an amount of 0.1cm.
Step 10: Create a new Chamferbox with the Length of 48.2cm, the Width of 98.7cm and the Height of 2.0cm. Also make the Fillet amount 0.1cm. Clone it holding down Shift and using the Select and Move tool position the boxes as you see below.
Step 11: Create one new Chamferbox, Length: 0.5cm, Width: 47.1cm, Height: 28.0cm and Fillet: 0.05cm. Fillet segs: 2. Clone it and position both of the boxes as you see below.
Step 12: From Create, Geometry, Standard Primitives create a Cylinder with Radius: 0.3cm, Height 1.2cm, Height Segs: 1, Cap Segs: 2 and Side: 18. Position it right below the previous created box. This will be his holder. Also Convert the Cylinder to Editable Poly.
Step 13: Make a Loop selection of the edges and Chamfer them with an amount of 0.12cm and 10 segments.
Step 14: Go in Element selection mode, select the element, hold down Shift and clone it 3 times. When asked chose Clone to Element. You now should have 2 in one side and 2 in the other, use Select and Rotate to turn them 180 degrees. Add a Smooth modifier from the modifier list and check the box for Autosmooth.
Step 15: Create another Chamferbox with the Length 0.5cm, the Width 50.0cm, the Height 96.3cm and the Fillet 0.05. Also change the Fillet segs to 2. Make a Clone of it and position them to fit the object.
Step 16: Create a new Cylinder with the Radius 2.5cm, the Height 1.6cm, 1 Height segment, 2 Cap segments and 18 Sides. Convert it to Editable Poly.
Step 17: With the new created Cylinder selected and the Box right behind it right click on the screen and click on Hide Unselected. This will all the objects except the Cylinder and the Chamferbox. To unhide them simply select Unhide all.
Step 18: Make a Ring selection of the outer edges and Connect the with 2 Segments.
Step 19: Again hide everything else except the Cylinder. Select the middle polygons and Extrude them with an amount of -0.5cm and the type Local Normal.
Step 20: Make a Loop selection of the edges and Chamfer them with an amount of 0.1cm and 4 Segments.
Step 21: Again in element selection mode clone the element 3 times and position it like below to fit the chamferbox(glass) with the middle. Also add a Smooth modifier to it.
Step 22: Create a new Cylinder with the Radius amount of 0.8cm and the Height of 20.0cm. Height segments: 1, Cap segments: 2 and 32 sides. Convert it to Editable poly.
Step 23: In edge selection mode make a Loop selection of ends the edges and Chamfer them with an amount of 0.15cm and 6 segments.
Step 24: Select the Back 4 polygons the will intersect with the furniture and Extrude them with an amount of 0.3cm.
Step 25: Make the polygons planer to X.
Step 26: Clone it, position them like below and add a Smooth modifier.
Step 27: Create a new box with the Length of 94.0cm, the Width 145.0cm the the Height 40.0cm. Convert it to Editable Poly.
Step 28: Like we did in the previous step first Extrude top and the bottom polygons with an amount of 3.5cm them extrude the outer polygons with an amount of 2.0cm and chamger all the edges with an amount of 0.1cm.
Step 29: Create 4 new chamferboxes like we previous did. 2 of them with the Length of 46.8cm, Width of 96.5cm, Height 2.0cm and Fillet 0.1cm. The other 2 with the Length of 23.3cm, Width of 48.4cm, Height 2.0cm and Fillet 0.1cm. Using Select and Move tool position them to fit the object in all views.
Step 30: Copy the handles we previously made 6 times and position them like below.
Step 31a: For the support of the shelf create a new Chamferbox with the Length of 4.0cm, the Width of 15.0cm, the Height of 4.0cm and the Fillet of 0.1cm. Clone it 3 time and position it in every corner.
Step 31b: You can Group the object we created until now like you see below.
Step 32: Copy the first created shelf to the right, Delete one of the boxes and lower the main box length to 105.0cm.
Step 33: To create the shelf/stand create a box with the Length of 50.0cm, the Width of 100.0cm and the Height of 40.0cm. Change the Length segments to 2. Convert the box to Editable Poly. Extrude the side lower right polygon with an amount of 100.0cm. Using Connect connect the edges with 1 segment and a Slide of 40. Now Extrude the Top right polygon with an amount of 25.0cm. Extrude the top side right polygon with an amount of 70.0cm. Extrude it again with 100.0cm and again only this time the bottom polygon with an amount of 25.cm.
Step 34: Select the Top and the Bottom polygons and Extrude the with 3.0cm.
Step 35: Extrude the outer polygons with an amount of 2.0cm.
Step 36: Chamfer all the edges with an amount of 0.1cm.
Step 37: Create new boxes for the drawers like you see below. Also copy the holders and the handles for this new shelf.
Step 38: From Create, Shapes create a new line like you see in the next image.
Step 39: Check the box for Enable in Renderer and Viewport, change the type to Rectangular, the Length to 3.0cm, the Width 3.0cm. Convert it to Editable poly.
Step 40: Select the edge from the bottom of the leg and remove it.
Step 41: Select all the edges except the corner ones and Chamfer them with an amount of 0.5cm and 6 segments.
Step 42: Now select the corner edges and also Chamfer them with an amount of 0.5cm and 6 segments.
Step 43: Duplicate the object 3 more times holding down SHIFT and position the legs like you see below. Also add a Smooth modifier from the modifier list and check the box for AutoSmooth.
Step 44: Create a new Chamferbox and position it on top of the table. Set the Length, Width and Height to fit your object depending on the size of the legs.
Step 45: Now using the Select and Move, Select and Scale, Select and Rotate tools position the objects in scene.
Step 46: To create the room create a new Box with the Length of 600.0cm, the Width of 800.0cm and the Height of 350.0cm. Convert it to Editable poly.
Step 47: Select 4 edges and Connect them with 1 Segment and a Slide of 60.
Step 48: Extrude the selected polygon with an amount of 300.0cm. Delete it after extrusion.
Step 49: Select the edges you see selected below and Connect them with 2 Segments, a Pinch of -10 and a Slide of 60.
Step 50: With the 2 edges you see selected below selected connect them with 2 segments and a Pinch amount of 80.
Step 51: Delete the polygon resulted from connecting the edges in previous step. Select the Border and holding down Shift copy it to create a thickness for the window.
Step 52: In polygon selection mode press CTRL A to select them all and click on Flip to flip the Normals.
Step 53: Click the Render Setup on the main toolbar, go in Common tab, change the resolution to 1050×725, click on the 3 dots next to Default Scanline Renderer, select VRay an click OK.
Step 54: From Create, Camera create a new target camera. Press “C” to go in Camera view and using the tools in the lower right corner position the camera.
Step 55: From Create, Lights, Vray create 2 Vray lights with the settings you see below. One next to the window and one next to the hole way.
Step 56: Press “M” to go in material editor or select it from the toolbar. Select the first slot and change it to VRayMtl.
Step 57: Change the Diffuse color to white. In Maps change the Bump amount to 20 and click on None, select Noise and click OK.
Step 58: Change the noise size to 0.3 and assign this material to all the walls except the left one and the floor. Go in polygon selection mode and select all the polygons except the ones i”ve told you not to. Apply the material. Also click the Show standard map in viewport button.
Step 59: Duplicate the first created material by clicking it and dragging it to the second slot. Rename it, change the Diffuse color to RGB: 265, 60, 45 and apply it to the wall in polygon selection mode.
Step 60: Now select all the polygons except the floor ones and apply and UVW Map to them, Maak dan uw eigen geluidseffecten change the Type to Box.
Step 61: Right click on the UVW Map and select Collapse to and Yes.
Step 62: Change the 3th material slot to VRayMtl, click the box next to Diffuse, select Tiles and click OK.
Step 63: In tiles map, next to texture select Bitmap and add this image(click to open). Change the Vertical and Horizontal count to 2.0, the Vertical and Horizontal Gap to 0.1 and the Random Seed to 38002.
Step 64: Click and Drag the Diffuse map to Reflect and Bump. Select Copy and click OK. Change the Reflection Tiles Texture to this image(click to open) and the Bump Tiles Texture to this image(click to open).
Step 65: Change the material Reflection Glossiness to 0.8 and check the box for Fresnel Reflections.
Step 66: Select the floor polygons and assign the material to them.
Step 67: With the floor polygons still selected add an UVW Map modifier from the modifier list. Change the U and V tile to 8.
Step 68: Create a new material with Diffuse and Reflection color white, the Refl. Glossiness 0.9, 16 Subdivs, Fresnel Reflections box checked and assign it to all the objects you see below.
Step 69: To create the wood material create a new VrayMtl. Change the Refl. Glossiness to 0.9, 16 Subdivs, the Reflection color RGB: 15,15,15. Click the little box next to Diffuse, select Bitmap and add this image(click to open).
Step 70: Select the Simple Shelf and assign the wood material to it. Add a UVW Map and change the type to Box. Change the Length, Width and Height to 150.0cm.
Step 71: Also assign the wood material to the rest of the wood objects and Repeat the UVW Map procedure.
Step 72: To create the glass add a new VRayMtl and change it”s settings like you see below. Assign this material to all the glass objects.
Step 73: Now create a metal material like the one below and assign it to all the metal objects.
Step 74: Open Render Setup from the main toolbar or by pressing F10. Change the Render setup like below. Also check the box for Show. Calc. Phase in Light cache.
Step 75: To simulate the sun, from Create, Lights, Standard create a new Target Direct light and position it like below.
Step 76: Change the Target Direct Light”s settings like the ones below. Make the color a light yellow.
Step 77: Click on Render on the main toolbar or press F9 to create our image.
I hope you enjoyed reading this tutorial.

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