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3DSMAX method of creating an interior restaurant rendering
Model
Step 1
Create a surface 8 meters long and 5 meters wide, and his direction of the number of segments is also 8 and 5, transformed to Poly, and stretched, the ceiling is about 2.65 meters high. Create the edges > Quick Cut Edges, Stretch > Stretch Edges, Weld Points > Collapse. But remember to use the correct sensible units, in this scene we used 1unit=1cm.(Figure 01)
Figure 01
Step 2
Create the window frame. First put a box in the window hole with 3/4 segments, move the points to get the window frame, get a new box by moving the sides, remember to collapse the points. In the picture on the left I give two ways to make a window. (Figure 02)
Figure 02
Step 3
Apply MeshSmooth to the window frame, set the Type: Classic, Repeat value to 2, Intensity 0.2, and in order to make the wireframe to be in the right position, let's create an extra edge first. (Figure 03)
Figure 03
Step 4
Duplicate the door frame to the second window and the door of the balcony, move the points to fit the dimensions of the door, then create the pulls starting from one Box and apply MeshSmooth. don't forget the window sill. (Figure 04)
Figure 04
Step 5
Creating the balcony's railing is simple, though time-consuming. The balcony's railings are obtained by giving a Box a small MeshSmooth (0.04). Then Attach them, followed by just giving a MeshSmooth to the railing above and below.(Figure 05)
Figure 05
Step 6
Build a simple interior decorative item, a simple bookshelf is obtained by taking a Box. (105x210x60). (Figure 06)
Figure 06
Step 7
Then create a simple cabinet, the table top is made from Glass. The dimensions are as shown in the picture. (Figure 07)
Figure 07
Step 8
To make the chair, first make 4 vertical table legs, stretch the Poly on top and connect them to get a chair top. To make the backrest we can stretch the Poly and select the faces to give them a Bend modifier, angle: 10-20. then right click on the Bend modifier and select Collapse All, now the backrest is there but he doesn't connect correctly with the rest of it, you have to rotate it to the right to fit it well with the base. The cushion is obtained from a simple 4×4×4 Box and then using MeshSmooth. (Figure 08)
Figure 08
Step 9
The curtains are created with two basically similar Nurbs curves. Move one to the top of the window and the other to the bottom of the window, Attach them, and then use the Blend tool to connect the two shapes to get our curtain section. (Figure 09)
Figure 09
Our scene should look something like this, and you can decorate it with window cornices. (Figure 10)
Figure 10
Step 10
To create the heater, I added a very small MeshSmooth with 6 Boxes, to make sure that they are equidistant I used the Array tool. (Figure 11)
Figure 11
Step Eleven
The last step to add some creatures to our room, something alive. First utilize the line tool to create the shape of the leaf. (Create>Shapes>Splines>Line) as we drew it in our screen. Then increase the points of the line to 16. give him a stretch of 0.2 and set the number of segments to 2.
Then add the Bend modifier to the line, which can be given an appropriate value as you wish.
Next you can collapse all the modifiers and transform them to Poly.
Move the plant's axis point to its base point, this is the center of the plant. Give the plant a name (e.g. leaf01), then hold down the Shift button, rotate the leaf a few times and zoom in and out at different scales to make the plant more natural. (Pic 13)
Pic 13
Step 12
To create the flowerpot, create its sides with lines, then use the Lathe modifier, set its AlignMax, then set the number of segments to 48, and convert it to poly. (Pic 14)
Pic 14
Composition
We are going to create some room decorations in this section. section to build some room decorations, whatever you can think of. Books, shelves, lamps, wall colors, etc.
First step
Creation of the lamps, 3 boxes a thin cylinder to make the strip. (Figure 15)
Figure 15
Step 2
Making the Bowl. first create 10×10×1 boxes and set different smooths for each different smooth group. The important thing is the sharpness of the corners. Then utilize Softselection to move the points. Sharp corners can be obtained by utilizing the repeat value of MeshSmooth=2 for the different smoothing groups. (Figure 16)
Figure 16
Step 3
Don't forget about the smooth groups for the photo frame and wall frame. The wall frame is a simple box with a moving point. Set his ID=2 for the center face (where the photo or paint is placed) and ID=1 for the other faces, this is important because we use a multidimensional material later in the material. (Figure 17)
Figure 17
Step 4
The tablecloth is made from a box obtained by stretching the Poly of the folded edges. (Figure 18)
Figure 18
Put a few books on the shelf and don't forget to press the glass for the windows. (Figure 19)
Figure 19
Mapping materials
In this section you will learn how to utilize materials and create VRay materials. Remember that to see the effect of the VRay material in the editor you have to select the current renderer as VRay.
First Steps
First of all we have to finish modeling the room, creating the ceiling and the other walls. Remember that Polys must also start from the outside. If you don't do that the light will go through the roof and the lighting of the room will be destroyed. (Figure 20)
Figure 20
Step 2
Set up the materials for the walls and the floor, select all the faces of the walls and the floor, set their ID=1, set the ones for just the walls to 2, and set the ones for the rest that are going to be green or some other color to 3. (Figure 21)
Figure 21
Step 3
Open up the material editor. Select a ball and choose Multidimensional Material to remove the original material. Set the number to 3. (Figure 22)
Figure 22
Step 4
Select 1 and choose the VRaymat format of the material, you can see the format of the VRay material, at the top of it you can see a button (red where the 1 is located), with this button we can give him a texture. If you want to see the effect of the mapping point red 2 position, now point 3 position can go back to the basic material area. (Figure 23)
Figure 23
Step 5
The floor is made of wood, but does not reflect anything, set the reflection color to RGB=49, 49, 49, or set its grayscale directly to 49, and then set the Glssiness to 0.7, which is the value of the intensity of the reflection or refraction, it is a value of 1.0 that is the the strongest, lower values make the reflections blurrier. Next we copy the diffuse map into the bump map slot and set the value to 20.(Figure 24)
Figure 24
Step 6
Once you know how to do this I'll just tell you the values, white walls: 254, 255, 253; green walls: 169, 205, 107. That's all the materials for the walls and the floor. You can see the big material maps now. The texture map is too big but in the next step I will explain you how to make it smaller. (Figure 25)
Figure 25
Step 7
To resize the texture map, I'm going to start by giving it a UVWmap modifier, select the Bitmapfit button to choose a texture map. Now select Gizmo and reset his size. (Figure 26)
Figure 26
Step 8
Now it's time to add a material to the bookshelf, still in VRaymat format. Select the texture, Reflection 15, Glossiness of 0.65. give this material to the bookshelf. Add the UVWmap modifier. Select Bitmapfit. for the bookshelf to be different we can give each different face a UVWmap modifier. Then using the Face Selection modifier, select another bookshelf, again utilizing UVWmap.(Figure 27)
Figure 27
Step 9
Table Material:
Diffusecolor: RGB (198, 219, 207); Reflect: 20; Refract:247
Fogcolor: RGB(144, 211, 198); Fogmultiplier: 0,02; Affectshadows,affectalpha
Give this material to the glass part of the table. (Figure 28)
Figure 28
Step 10
Now create a material for the table legs and the shelf. Give this material and add UVWmap modifier to it. (Figure 29)
Figure 29
Step 10
The chair is the same material and using the map modifier, give the mat a VRaymat material, Color: RGB (254, 248, 230). The map repeat value for the mat is 4.
Step 12
For the tablecloth material, apply the map coordinate modifier. (Figure 30)
Figure 30
Step Thirteen
The material for the heater: (Figure 31)Color: RGB(242, 242, 242)Glossiness: 0.95Reflection: 30
Figure 31
Step Fourteen
The material for the lamp: Color:RGB(247, 247, 47)Reflect:20Glossiness:0.9Bump:Noise(amount20)
Glass:Color:RGB(247, 247, 247)Reflect:20Refract: 247Affectshadowsandalpha (Figure 32)
Step 15
The material for the curtains. (Figure 33)
Figure 33
Step 16
Window glass material: (Figure 34)Color: RGB (238, 238, 238)Reflect: 10Glossiness: 0.9
Figure 34
Step 17
Window sill (Figure 35)
Figure 35
Figure 32
Step 18
Bowl: (Figure 36)Colors: Diffuse (153, 0, 0)
Reflect: 45Refract (216, 106, 106)
Figure 36
Step 19
The material of the plant is SSS. (Figure 37)
Figure 37
Lighting
First create the sunlight:
Setup:Shadows:VRayMultiplie:1.0CheckAreaShadows, subdivs=12. (Figure 38)
Figure 38
Setup the VRay light , set up VRay lights near the window and two lights in the near room.
Rendering
Below is the render setup (Figure 39)
Figure 39
I hope this tutorial has been helpful! Attached are a couple renders of this example! (Figure 40, Figure 41)
Figure 40
Figure 41
Above is the method of 3DSMAX to make indoor restaurant rendering, want to know more 3dmax software use tutorials, you can click this link: