Creating Scene, Modeling the Structure Kitchen, Room, Bedroom, Foyer, Office + Render

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you how to model this structure including balls floor ceiling Windows Doors and baseboards the technique that I'm using are based on covering the model with lines applying extrude and deeply in modifier panel during the lesson we will use some Advanced functions from the modified panel like chamfer to round edges flow generators sweep and a few other techniques but first let's take a look at the point I've got AutoCAD 2020. open our project is a one bedroom suite and then here is the four year on the left side you have the master bedroom connected to the parking closet and the both side and onto it the other side we have laundry room Powder Room office dining area and Kitchen in one side and on the other side we have living area and balcony it's an open concept floor plan most of the time our projects start from cat drawings that we receive from clients and usually catwise have a bunch of information and details that are necessarily helpful for us as designers it's always good to keep them as a source but we don't need to export them to 3ds Max because things like Dimensions text labels can be shown in 3ds Max meaning we have to clean up the drawing leaving only the information necessary to create our scenes such as walls doors windows and the furniture layout there are different ways to prepare the driving for explore which I'll go over in two ways the first method is to save it as a file with another name and then make a copy of it then delete all the extra layers that we don't need like Dimensions text labels and move them all to one layer type layer to open the layer window and make a new layer to move your drawing into then we can import into 3ds Max this method is fine if you are working on a personal project for the larger project I do comment this approach first you have to turn off extra layers we have a command called layoff meaning turn off layers temporarily definitely black or right block follows us to make a global block a global block is usually stored in a network in a folder is accessible by multiple users and can be inserted in multiple drawings typed up in a blog and hit enter in this window hit this button and select your drawing choose way to save repeat these steps for all the drawings separately since you want to save them in separate layers in 3ds Max now we are done with AutoCAD part and it's a time to jump into 3ds Max okay 3ds Max 2021 the first thing you want to do is set the units go to the customized unit setup choose centimeter here and centimeter here and hit OK and then grid on the snap setting check vertex and its own to midpoint and in the option tab set angle to 5 to allow for rotation to 5 degrees check enable access constraint to ensure that you are moving and the selected axis only now it's time to start modeling I go to the file import and I go to the address that I save all the cat files and find floor plan hit open and here in this window I change the unit to inches because our Unity now to get those inches and hit OK and now we have our floor plan go to the one viewport and open layer Explorer and select all the layers here right click go to add selection new layer change the name to the floor plan and then make a group of that select all go to the group and change the name to the floor plan hit OK and then I'm gonna move it to the zero zero zero and the next step is deleting all the layers that are empty so I'm going to choose these layers that are empty right click delete the next one is RCP and we're going to do the same thing that we did for floor plan now I want to start importing elevation go to the file import select kitchen sink elevation change the units to the inches hit OK and then move it to the separate layer with the same name that we have kitchen sink elevation and then after I'm gonna move it to the floor plan of course with the snap Target because it's easier to put it in the exact vertex that we have in the floor plan and then I'm going to continue to do the same thing with all the elevations now I'm gonna start modeling the first thing that I have to do I have to turn off all the layers and just leave floor plan turn on and then I'm going to make a new layer and call it walls and after that I'm going to start modeling of the file in this layer I'm going to change it to the wall here and then I'm going to go to the line and start modeling of the wall with lines I trace all the lines for the walls and I do it with the snap toggles on because it's very helpful for modeling as the vertex mode helps to draw the line which can stick on the plan and get the accurate measurement and I close this line here to have a solid file and continue with create line so now I'm done with that and then I'm gonna turn off the grid line and go to the modifier panel and choose extrude to pull up the bolts and because in AutoCAD the ceiling height is nine feet here I insert nine feet index two demand to have the same height and now there you go this is false so the next thing that I'm gonna do is closing the top part of the doors to do that I'm going to use a box as a measurement Source because the standard height of the doors is seven feet so I'm gonna make a box with a height of the seven feet and I'm gonna put it exactly in the bottom part of the ball I'm going to choose walls going to the modifier panel edit party and I'm going to choose all the edges here and connect to make another edges and then I'm gonna put it on the top part of the box and then I'm going to go to the polygons and start choosing the polygons and the opposite side and make a bridge so I'm going to continue to do the same thing wherever I have doors and after doing that then I'm gonna do the same thing for the windows so now I'm gonna change this measurement box for the windows first I'm going to go to Delta cat and I'm gonna go to annotate and measure the top part of this window it's ensuite and the bottom part that's it so I have one foot from top and two feet from the bottom part so I'm gonna make two parts as a measurement Source the first one is two feet and I'm gonna put it here in the bottom part and another one with high top of one foot all the windows in the living dining and master bedroom are full hot and they have one foot cap from the ceiling and the only uh with only a small window that we have is in the ensuite one foot cap from top and two feet from the bottom I do the same thing that I did with doors means with connect I'm going to make some extra edges and then Bridge all the opposite sides polygons now I'm gonna make a floor and ceiling in order to do that I go to the layer Explorer make a new layer and change the name to the floor slash ceiling then I'm gonna turn off the layer for the balls for now we don't need it and then I go to the top view and with line start tracing the outline of the floor plan of course with a snap pocket which makes it easier and then I'm gonna make a thickness for that if it extrude minus four inches then I go to the front view and turn on the layer for the walls make a copy of that and put it on the top part of the walls as a ceiling and then right click object properties and check back face card and display as a box and hit OK and there you go we can see through the walls now I'm gonna turn off the walls and seating for now and then select floor and make a copy of that with Ctrl V I'm gonna hit copy here and hit OK and make the amount like the thickness 0 and in modify panel I'm gonna add edit it already on that and then I'm going to change the color to something different and for now I'm going to turn off the floors and just skip this one the copy to make the floor for now and I'm going to go to the modifier panel going to the edge and then I'm going to select a slice plane to make some extra Edge for the area that we have powder room and ensuite because in these two areas we have time we don't have hard food so rotate it here and put it in the corner of the ball and hit a slice to make the edge and another one here for the ensuite and hit the slice again and then rotate slice blade to make the other rods and after done with that then it's time to go to the polygons select polygons for the floor of the powder and detach it and then I'm gonna go to the main floor that we have hardwood first I'm going to save it here then put the modifier panel flow generator and here I need to do some adjustment change this one to the 260 to have variation in the size and the 14 here for the width and for the grout length 0.08 and a year 25 percent and 0.5 for the extrude 0.1 for bevel you don't need to do any other adjustment and then check if it looks good looking perfect now then I need to do the same thing for the tile go to the modifier panel flow generator and I'm going to have 24 inches by 24 inches tall with the offset of zero and same adjustment for texture and bevel and in offset X and Y I can move the ties now I'm going to change the color of the tiles it's something different I choose this one and now we have hardwood and times here I'm gonna go to the layer Explorer and turn on the balls and make a new layer for the baseboard first I go to the basement profile that I brought from CAT5 and I'm going to make another baseboard profile here I'm going to trace the line and use this one as a baseboard profile and then I go to delete Explorer baseboard layer and bit line I make some pad for the baseboard adding some lines for all the interior rolls after done with that I'm going to select the line and going to the modifying panel and select sweep here and then after I'm gonna go to the use custom selection and then pick the profile that we made and there you go we have our baseboard and make sure that smooth path doesn't have check mark and then I'm going to go to the front view and if it's not in the right location with pivot alignment I'm gonna adjust it and then going to divorce and turn on the balls and if some area that we have baseboard flip with the spline and with reverse I'm gonna fix it so now I'm going to add doors to the scene to do that I'm going to go to the file import merge and I go to the location that I have doors and then I pick the doors here open select all and hit OK then I close this window and then I'm gonna have this type of the door single door Double Door and glass doors and the entrance door I'm gonna put all of them in one layer and then move it close to the scene and start adding to the right location one by one the first one that I'm gonna do is the single door I'm gonna select the first one close the layer Explorer select it and then move it to the very where we have single door and with the snap Target I'm gonna put it in the right location and if the door is bigger or smaller than the area that I have the door I need to adjust it working with the edit body and make it exactly in the same size that we have door in the same so I'm going to start with the right sideways move it to the right with the snap Target I can do it accurately so move the door and casing to the right side and then because it's a group I'm going to open the group and then select all the vertices for the casing and the left side and move it to the left and I'm going to do the same for the door I'm going to select all the vertices and move it to the left and now I adjust it and I'm going to close the group and then I'm going to continue to do for all the doors now I'm going to import Windows I'm going to go to the import merge and merge the windows select all and hit OK and after bringing the all the windows to the scene then I'm gonna start adjusting the windows I have casing Malian and sliding doors for the balcony so I'm going to move all close to the scene and first I'm going to start with adjusting wherever we have a sliding door for the balcony and in the top view is going to be easier to do that and then the perspective view I'm gonna move exactly in the area that we have a sliding door and after that I'm gonna start to adjust the casing first go to the vertex and move it to the right side of the wall with the snap toggle of course and then I'm gonna select the other side of the casing to the left side and once I adjusted the casing then I can start adjusting the thickness of the casing and move it in the right location and after that I'm going to select Malian and make a copy of that for the left side so I'm gonna select it and fit shift I'm going to make a copy and move it to the left side and then select these malians all together and after that I'm gonna move it to the left side exactly in the corner here and I'm gonna adjust the casing for the sliding door and move it to the left side and I'm going to adjust the size of the sliding door we did this poly in the modifier panel I'm going to do that and move it to the left side for these fonts and the center part exactly in the center and the corner is okay for now and then I'm going to continue the same thing for all the area that I have Windows okay so we are done for this session we made our structure walls Windows Doors floor baseboard in the next session we're going to continue working on the kitchen making kitchen cabinet and texturizing so see you next time speaking by Martin in the kitchen cabinets in order to moderate side of the cabinet we'll need the floor plan and Innovation for that site we use floor plan for the depth of the cabinets and elevation for the length and height first we'll go into the layer manager you should already have floor plan on and have turned off the other layers I'll start with the site where we have to sing to do this we'll turn on kitchen sink elevation on select new layer and rename it kitchen now we have both here I'm going to change the color of the elevation to have a better Vision on the viewport and we need to rotate elevation by 90 degrees and change the pivot to somewhere in the center of elevation turn on a snap tool and move to this corner here in floor plan this line represents the upper cabinet while the other one indicates a lower cabinet now we create a box and the snapdose on make the box here with the height that we have in elevation this one is the side panel the next slide is lower cabinet before doing that we'll get a box as a measurement source for the cabinet door space since the depth that we have in our floor plan is the total depth including the door so we'll leave the space for the cabinet door to do this create a box with two and a half centimeter depth and start making your base cabinet the next step is to create the Toki the standard report that is three inches and height is three and a half inches but we make it a little higher to look nicer we'll then convert the box to 87 poly and make some edges on the top and side of this box delete selected polygons and now it's time to close open areas by selecting opposite dishes and click Bridge once that's done you'll want to add doors to do this go into the front view and create a box with the same size as the donut elevation and then snap it to the front side of the base cabinet we did this value move vertices to the left to lift some gaps between doors repeat these with all the doors now I'm going to make countertop in order to do that create a box with the same size as the countertop and the floor plan and then we let it finally make some edges for the area that we have sink and then click all these polygons delete and start closing all these open areas by Bridge tomato upper cabinets we'll be repeating similar step has the lower cabinets before we begin note we have two rows of upper cabinets this one has the same depth as delivery cabinets while the other one has a depth that is shown in the floor plan let's begin with the top one again we get a box and make the base cabinet then go to the front view create a box with two and a half centimeter thickness for cabinet door and do the same for the second row next thing that we will do is making trim for the cabinet to do that I go to the line with the Snap-on traced out line of upper cabinet and with sweep in modifier panel make the thickness and height for that another thing that we need to do is uh making the cabinet door softer on edges in order to do that I go to the modify panel select chamfer and isolate it here and change the amount to the 0.2 and segments 2 and 0.3 for this one and select the smooth chamfers only in the smoothing output and then drag and drop for all the cabinet doors we've been doing all the same process for the other side of the cabinet plastic is modeling Thailand I go to the layer manager Turner layer for kitchen island I make a box with area that we have in our floor plan and height and elevation then repeating the same thing to make turkey can give the area for dishwasher after doing that I go to the left view with line I trace scanner top and extrude make thickness for that now we add appliances and faster dancing to do that I go to the file import merge go into the address that I have found for that and select all hit OK you may need to adjust the size which you can do with 1050 2x2 after placing all the appliances I'm gonna make these edges around this thing softer to do that I'm going to select them and be chamfered and adding some segment to make it round to start texturing open the material editor and drag and drop Chrono material starts with the base cabinet and change the name to the kitchen base and for diffuse color something like dark gray with reflection of one and glossiness of 0.65 for the upper cabinet we're gonna use a off-white color with the 0.85 classiness and for the second row of the upper cabinet we will have a wooden texture and we'll select with the texture folder adding to the diffuse color and with color correction and I'm going to make it like Hand by and add it to the pump for the upper cabinet I have shift which has two different textures of white and dark gray which I do that with multi sub-object the next thing that I want to do is adding uvw Maple area that we have with texture and rotate it to have it vertical on the cabinet after doing that it's time to add texture for the countertop in order to do that I go to the material editor and drag and drop Chrono material change the name to the countertop and select the texture for that with glossiness of 0.9 then going to the modifier panel applying uvw map with a number of 200 for X Y and Z and then rotate it and for the corner of this side I'm going to select these two vertices connect them after that I need to select all these polygons for the left side of the countertop and copy paste the uvw map on top of edit poly and then rotate it 90 degree to change the direction of the texture on the countertop we'll do the same thing for both sides of the countertop and the island means selecting polygons and copy paste uvw map on top of edit value and change the direction now I'm going to make a countertop edges softer in order to do that instead of adding Jump Around modify panel I go to the material editor right click map Corona and select Corona round edges with and add it to the pump with a radius of 4 centimeter the last thing that I want to do is adding a backsplash in order to do that I'm going to turn on layer for the balls and with clean and auto grid I'm going to add Plain on both sides of the kitchen and continue these edges with shift to the other side and after that select all these polygons and extrude it a little bit to have a little bit thickness and adding the same texture that we have on the counter top for that now if you're down departing and texture in the kitchen let's move on to modeling the powder before we begin let's go into the layer manager under Powder Room create a new layer and call it modded and turn off the other layers while keeping the floor plan and Powder Room on rotate the powder elevation by 90 degrees and snap it to the corner of the cabinet on the floor plan now we grab a box to model the base cabinet use a box as a measurement to leave two and a half centimeters of space for the cabinet door added another box you gave into make doors we make one of them and instance the others next we model the countertop with another box and convert that to determine only touches the size now we create a mirror and we use a cylinder with the measurement that we have on elevation the thickness of the mirror is half a centimeter and it has a base on the back side that creates a gap between the mirror and wall because we want to have a hidden light on the back side of the mirror we create this hidden light by using YouTube and applying light material to it the size of the tube should be smaller than the mirror for the back side of the mirror We'll add two mirror textures a slab of granite and we can do this by creating a box the same size as the ball and converted to another poly add one Edge in between to make it half and delete the left side and then make it an instance with a little bit Gap in between to begin texturing open the material editor and drag and drop the corona material we're going to start database cabinet and give it an off-bite color for diffuse and glossiness of 0.65 let's apply this texture for the doors as well next is a countertop we set glossiness to 0.85 for the fuse we're going to selecta Marble from the texture folder and reflection classiness of 0.25 we'll add your VW map which measures 200 by 200 by 200 and will apply the same UV map and texture for the slabs on the board and make it mirror the next object is submitted let's grab another Corona material with the diffuse of black reflection of one and finale of 999 for the base of the mirror we'll apply something like light gray and for the hidden light we'll drag and drop chronolog material with an intensity of 10. this may change after if you do the lighting we'll add the Foster dancing after we're done with modern graph down Suite the concept for modeling the cabinet in ensuite is exactly like the other room so we'll skip to do that here we have a partition between the cabinet and shower and we'll make it with the box and convert it to 87 poly we add some edges and select all the polygons in between and insert it then Bridge all the gaps it has a black frame with a glass in between on the other side of the cabinet we have 15 chest with three doors and a wooden panel on top of the toilet that has a hidden light underneath which will be added later on now it's time to add tile on the walls and we will do it using floor Generator First we'll turn the volume on with plain and completely to editable poly applying floor generator will model it the size of the tile is turned by 24 inches the grout length is 0.2 X2 0.5 and babylock 0.2 we will do the same thing that we have windows and door and at the end applying texture the last thing that we will do is add the faucet zinc and batter to do that let's go to the file import merge and select the pattern faucet file and measure to the scene and start placing them to the bathrooms to make sure the shower height is correct you can use the biped with the six feet height which is a standard for the tall person now we are done with modeling and texturing of the kitchen and bathrooms in the next lesson we will work on the living and dining area see you next time speaking my texture structure first we'll texture the floor open the material editor and the search tab write multi texture drag and drop it into the material editor scene then double click multi texture and manage texture we will add all the textures that we want for the plants the next step is to drag and drop the corona material of the material that they're seen and change the name to the floor set a reflection of one and glossiness of 0.75 you can change the color and saturation by color correction we can do that by writing color correction in the search Tab and dragging and dropping it in the middle of the connection string between coronal material and multi-texture double click to go to the adjustments move the saturation button to the left to decrease saturation and at the advance change the gamma to 1.5 to make it brighter just add black and white texture to the planks we'll add another color correction and connect multi texture to it will also connect it to the palm and move the saturation all the way to the left to make it black and white apply texture to the floor after doing the lighting we may need to make some adjustment to the material the next step is to work on the baseboard for that we will have a light gray that is close to White we should never use 100 white because it's going to be Overexposed resulting in a lot of details into the texture for the glossiness we'll use 0.25 and apply it to the baseboard for the fall we make the same adjustment with a different color then have another surface on the floor as a base to prevent exterior light from entering through the gaps between plaques for that we'll use a dark gray color next we'll be texturing the toy for the bathrooms we can do this using multi-texture again for the texture we'll be applying the same texture while wearing the direction for the corona material this is a reflection of one angles of 0.85 let's add color correction to make it darker in the advanced option and make it 0.8 now it's time to measure any charge to the living and dining areas go to the Fine import merge to the address that we want to merge and select out hit OK and move it close to the scene start placing furniture by using Furniture layout in the floor plan for each one select furniture and floor isolated to make sure that we are placing Furniture exactly on the ground and ensure that it's not loading between the dining and living areas we have a glossy Shader bar that we separate the two areas to achieve this we use epoxy the same size that we have in the floor plan and height of the ceiling for the texture let's grab the corona material with the views are very dark gray set reflection to bar and glossiness to 0.9 change different into two and then apply to the bottom the media cabinet and TV will be attached to this one we have a chef behind the sofa and we need a side table and coffee table which is modern now let's start by modeling the chef straight box with a length of one centimeter and width of 40 centimeter and height of 9 feet instance six of them and rotate to create some variation use another box to make the top part of the shelf and copy and change the thickness for the other rows of the Shelf for the texture grab the corona material with the diffuse of dark beige color and glossiness of 0.85 for the size we create a gold color to do that grab another Corner material and make the diffuse color black reflection color should be dark gold with fernel ior 999 and reflection set to 1 and glossiness of 0.85 apply texture to glossiness to have some dirt and details and the gold material scroll down into advanced options and change the reflection classiness to 0.25 to make sure that the uvw map is correct let's use the same dirt texture for diffuse and change the EUR to 1.6 to see the texture on the object fix the uvw then change it back to the previous adjustment next up let's make a side table create a box with the size of 50 by 50 by 50 centimeter and make a copy of that to use the first one as a measurement Source compared to Chinese adjust vertices for the first part select this polygon and insert it to the smaller side and move it down a bit select bevel and make a wider box and another bevel with a smaller one continue to make four of them then go to the left view adjust polygons and at the end go to the modifier panel and select all the edges and apply chamfer to soften the edges now it's time to apply texture firstly move it to the scene between two arm shares and then open the material editor and grab a Chrono material for texture and I will use wood with glossiness of 0.35 add color correction to make some adjustments let's move the saturation button all the way left to have a little bit of saturation and in advance set RGB 260 and Gamma to 0.7 and assign black and white texture to the pump you may need to apply a uvw map from the modify panel next inverted the coffee table start by creating a box with dimension of 120 centimeters by 19 centimeters by 30 centimeter make a copy and start modeling the top part of that compared to Chinese poly select all the edges at the corner and chamfer it and then select all the edges at the bottom and round the bottom part to chamfer then we select this polygon and insert it and extrude it in to create a base we create another box and apply jumper to make the edges round for the texture open material editor and drag and drop Chrono material with the beige color and glossiness of 0.25 and another Chrono material the darker version of previous one let's add some clear to the texture in the search type Corner layered material and drag and drop it to the material editor we'll apply beige color to the base material and the darker one to the layer one to blend the two colors we'll assign the material to the mask on top of the base material apply the uvw map to the table we now have two coffee tables with different heights so we'll copy this one and change the height for the textures we'll use the color between gray and brown and the glossiness of 0.65 and in advance option reflection we change it to 65. changing that we are using for render in this course is Corner render 5 but let's introduce Arnold renderer which is included to the default install of 3ds Max and has interactive rendering you can choose it from render setup dialog we'll do some test rendering for the coffee table that we model first open another 2DS Max Y and make a background surface and there's coffee table to the scenes then go to the render setup to set production render to our node and in the comment tab settastic ratio to 800 by 450. in the active shape mode set the renderer to Arnold and set up same aspect ratio for that now we're going to make light in the create panel go to the lights are not light and drag and drop it to the scene in this shape you have different type of the lights by default is set to quad which is the basic rectangle light we add two lights on the both sides of the coffee table with two different temperature warm and coat now if you're on active shade and as you can see by moving on the scene we have real-time render to make environment right go to the rendering environment and effects and change the color to the White let's add material to the coffee table by opening material editor right click Arnold surface standard surface this material is capable to make all different materials by option that it has to make same texture that we made in Corona render first right in the search tab mix rgba and assign it to the base then with eye drop hair get the material from coffee table to use the third texture for this standout surface assign this texture to the input one and for input 2 change the color to the page and mix to 0.7 then go to the standard surface and change the base color to 0.5 and a specular2 is 0.5 and roughness to 0.7 and assign it to the coffee table and make another standard surface material with gray color and assign it to the background surface do some real time printer to check the material it looks pretty good and we need to make it more beige color to do that we copy paste the color for the input 2 to the base color and check the render again to do some setup with it in there let's go to the render setup the most important part in the Arnold render setup is Arnold renderer tab sampling Android app setup and in this tab we control all the quality of the render we have two parts sampen and Ray depth in the sample we control all the noises for example if we increase the fuse number we will have less noise for the diffuse in rated we control how many times rate pounds in the Same by increasing camera a we will increase in quality after render in the aov we control the render element that we don't want to use it for now our note is physically accurate and we don't need to do anything and the only thing that we need to control is the noise amount let's go back to the main scene and check the material for the carpet Begin by selecting and isolating it open the material editor hit enter up here grab the texture as you can see we have a texture for the pump but we want to have displacement for that to make it more realistic to do that go to the modify panel and select Corona displacement mode for maximum length of displacement we'll leave it to 0.5 centimeter and for this placement map we'll use the same texture that we have for the book we are now done modeling the furniture for the living and dining area next we need to add some accessories to the sink in the next session we will count the remaining areas let's just start by texturing the pot which has about covering up in the material editor and with the eye dropper tool select the one go to the modifier element and select particle material ID and set it to 1. select the area that we want to have the wall covering on and change the material ID to two in the search app right multi sub-object and drag and dropped the material interesting assign coil material for the ball to number one and one combating to two to make the ball covering texture select the texture from folder and add it to the diffuse map assign the Black and White Version to the bomb set the lessons to 0.5 and then assignment to sub material to the board we should now add the uvw map to the board next we want to model the partitions that separates the closet from Tibet to do that let's create a box with the length and bead shown on the floor plan and height of less than 9 feet select these two polygons and is set to 4 centimeter and delete then Bridge open areas make another small vertical box in between and a small horizontal boxes for both sides to apply texture we'll go to the material editor and get the corona material select texture for that and assign it to the diffuse bitmap and the color crochet if you do some adjustment at this saturation and leg and point one to the pump we need to fix the uvw map by applying that from the modified panel and changing the direction of textures on some polygons by copy pasting uvw's when it is value as we did earlier after doing that we need to instance this partition for the other side we have an additional piece on top of these two partitions that attach them to the ceiling we make it with a box and use a dark gray texture now it's time to measure the furniture most of the furniture that we have in the suite were downloaded from the 3dsguide.org go to the file import merge and select the folder select all and hit OK start placing them in the scene we have a meter behind the Shelf we can accomplish this by getting a box and convert it to editable poly and moving it behind the for material we're going to use Corona material with diffuse of black reflection of one and final Aur of 999. now we are going to create a foyer in the four year we have a volt panel with a mirror and shells mounted on that first we model the wall panel we create a box with the same size of the wall and convert it to a double poly select two stitches and connect by 42 and select all the edges that we added extrude negative part inside and 0.2 gaps to make a mirror we'll grab a box and with the approximate height of the ball less white we leave a gap between the wall panel and mirror so that we can add the lines behind that we grab a box and make it with the same bit as the wallet using chamferred round edges the total height of the shape from the floor is 36 inches now we are going to texture first we grab a Chrono material and a good texture assign it to the diffuse with color correction we make it less saturated and assign the same texture and desaturate the color correction into the bump map let's set the glossiness the material to 0.45 for the mirror we use same texture that we made before and for the shape we use the fuse color paint or off white with glossiness set to 0.85 next we need to apply the uvw map to default panel something like 270 50 50. and the last place we work on is the office in the office we have a meeting Chef to model it we start by making two sides panel for both sides they are full length and different fit next we'll make the granite slab behind the ships and convert it to the double poly add four edges in between and with extrude we'll create some gaps between these edges then we need to delete the baseboard behind the slab by selecting the segment and hitting delete next we demanded in the cabinet first we create a box with a height of 70 centimeters a depth of 40 centimeters and length of the gap between two size panels if we make another piece on top of this cabinet and with edit poly and selecting usages we divide the cabinet to six to have six doors for that and the boxes we make the doors we have two shares we create three boxes with a thickness of 7 centimeters we have a sliding panel in front of the cabinet and we'll use the partition that we made in the master bedroom for this area and change the horizontal output to vertical and add two extra pieces on the top and bottom of this planet as a religion now begin to apply material to do that open material editor and grab a Marvin texture for the slab on the back side of the cabinet and set the glossiness to 0.95 and ubw map 300 by 200 by 200. for dishes inside Panda visit the fuse color to something between the gray and brown color and glossiness of 0.65 and the darker version of this color for the base cabinet for the piece on top of the cabinet let's grab a greater material and in the search tab with four weeks then drag and drop the material editor scene apply two color dark gray brown color and the lighter after for the other color and assign it to diffuse color for the Mixed amount we use a texture from texture folder and with color correction we make it less saturated material let's set the glossiness to 0.55 fernel ior6 and in the advanced option make reflection 40. we use another texture from texture folder for the reflection map with this adjustment we'll have a variation of those two colors that we added to the diffuse to the texture that we have for mix and change the color for reflection to dark gray let's use the same texture that we use for the mix amount for the pump with the amount of 0.01 we need to add a uvw map to the object we'll use the same uvw map and texture for the cabinet doors for the railing we have a dark gray material with the glossiness of 0.75 we also will have lights under its shelf which we'll do later on now that we have our bleaching cabinet and it's time to measure furniture for the office to do that we go to the file import manage and adventure to the seat and place it we are done with furniture and now we need to add some accessories to all the areas in the next video we'll be covering render setup and lighting see you next time to start with the render setup go to the render setup by hitting F10 or rendering in the toolbar and selecting render setup then comment in the output size we'll select HTTP 1920 by 1080 or custom and using any other aspect ratio that we want in the scene tab change noise level limit to 5 until using 2 Corona high quality we make some adjustments in the same environment and override and we do the lighting in the camera tab turn my pin let's change highlight compress to 5 then make highlights to 0.5 fit mix Shadow to 1 contrast to 4 and basic photographic setting has to be checked we can make this adjustment in the virtual frame of her asset for the Blue Man clear check enable and change clear intensity to 3. next is the performance app and the only thing that will change is precision change it to 0.25 last one is render element we'll use this element later for the post-production there are times that we are going to add our csential reflect and refract to have access to the reflection and refraction same asking why your color to have access to the object then we want to select them in the post-production see text map to add more shadow on the corners and we have to add a map in the material tab let's select Corona AO here and drag and drop you to the material editor double click on that and change max distance to 10 centimeter which means 10 centimeter Shadow for the corners last one is C shading Bloom glare which will be used for rays of delight to save this preset go to the preset on the top and save preset with the name and hit save if we save time for the next time for future uses and we'll only need to load it next time now it's time to add our patellas to the scene based on RCP go to the layer manager and turn on RCP isolate the ceiling RCP and pot lights then select ceiling right click and uncheck back please call displays as a box and start adding pot lights we then change the ceiling to the back Discord again now we may want to start lighting the first name we'll tackle is environment lighting and for this to it we want to do that lighting to catch more interior lights so we do hdri lighting Begin by opening the material editor and drag and drop grown-up bitmap for the map we choose hdri from folder then open render setup in the same tabs in environment and select single map drag and drop this texture to the map for that now it's time to start doing test renders while starting up interactive the good thing about that is when we move to the scene we have real-time rendering as you can see it starts but it doesn't look like dusk we're going to have a little bit of a dark blue tone in the scene to do that open material editor and select Chrono color correction and assign this bitmap to that in the corona color correction we change the color of the tint to something like a dark blue color and assign this color correction to the single map let's do another interactive rendering as you can see the color changed to the blue and it's dark now and the adjustment that we may want to make is changing the saturation to negative 0.1 for now we haven't set up the camera and we are in perspective mode but in the camera setup we can make some adjustments that give us the same adjustment for the camera in the render setup camera tab basic photographic settings you can change these items we have a shutter speed that indicates how long light is permitted to hit your camera sensor so the lower the number the less the scene is bright if a stop controls the amount of light that goes into the lens and lower the number for that makes the scene brighter ISO is how sensitive your camera sensor is to light now we can start to work with these numbers let's change the fs up to eight or six the outside is still bright and doesn't look like that slide so we need to change the outside to a darker blue to do that open material editor and change the exposure to negative 2 to make it darker now we have environment lighting and we will check it after we set up the camera to do that press open the layer manager and create a new layer for cameras then go to the top view and select Chrono camera and drag interrupt to the scene with the modified panel and check targeted since we want to have a free camera in photography parameters use photographic ISO and for the focal length we'll use 20 to have a wider camera thin bit 36 we make other adjustments for sensor lens and shutter speed into interactive rendering go to the camera view and move the camera up to a height of almost 120 centimeter now we'll go to the camera view and view Daily Camera or pan big movie to catch the best view in this view we want to First hide the Armature so right click on that and hide selection then you want to move back and you need clipping to remove the Interline ball from the camera view to do that go to the camera modifier environment and clipping enable camera clipping change the number amount to enter the scene again we also have to set up the aspect ratio and save frame first open renders the top in the comment tab the output size shows nastic ratio and size of the render if we click shift plus v on the scene we can see the size of the render fidastic ratio of 1.33 in the output size for now let's change it to 1.7 and lock it then change the V to 2500 and height will be set up automatically according to the aspect ratio the yellow line around the renderer shows the safe frame or area that you see in the render if you press plus sign on the left side of the window configure viewport save frame we can make some more adjustments like action save tight and safe and user safe fifth grade is helpful because it gives us a 4x3 grid and with these lines we can make sure that important visual Essentials to the final renders are contained now we do a test render hit the start interactive as you can see the render is pretty dark so we need to go to the camera modifier and make some adjustment change the episode to 504 and shutter speed to 40. this scene has started to lighten up so let's change shutter speed to 20 and if it's up to 5 again so that looks pretty good since it's not supposed to brighten up all the area as we have interior lights each works as an environment light next is the dining area we'll copy the same camera and change the name of the camera to dining area and then select the camera and protect it with jelly move back and start interactive rendering here these are star loads that we have on the dining table are coming from Blue Man clear check the virtual frame buffer window and set glare intensity to 3. let's continue to add some cameras we may want to set up cameras in all areas and test the environments lighting after doing that we'll start adding interior lights go to the create panel light and select chronologize drag and drop light into the scene in the top view and go to the modifier panel check targeted as Ubuntu have idea slide and set intensity to 64 now temperature to 4500 Shake disc radius 3 and uncheck all the visibility items as we don't want to see the shape of the light in the scene or the reflection of refraction in the highest map go to the folder that we have Corona is map and select intermediate drives then in the top and front view settings for one of the part light objects also move it to a separate layer in the layer manager instance it for all the pot lights in the living area since we want to set up different intensity and temperature for each area separately now we'll start test rendering as you can see we need to brighten up the space by changing the intensity change it to 100 200 and 300 or another way is to change the radius of lighting and make it bigger while keeping the intensity to the true number for the intensity like 60 watt for example let's change the radius to 5. it looks pretty good let's move on to the dining area and copy paste the is light in the top view to the first Spotlight there and instance the other ones now we'll do a test render with the dining area camera the intensity of Lights looks good for now and will need to add the chandelier on top of the dining table and paint it on top of the island let's go to the file import marriage and find the chandelier file and merge it now it's time to add lights for that we'll start with the dining chandelier go to the top view then Light Select chronal light drag and drop for the first light on the chandelier change it to the sphere and leave the intensity to 64 now and temperature to 4500 change the radius to 2.8 and instance it for the other lights and do a test render the intensity is pretty low so we'll change it to 200. it's starting to brighten up let's change the pot light temperature to 5500 to have a combination of warm and cool light then change the color temperature to 4000. it looks better now so we'll add more contrast by changing the temperature option until you're like to 4000 and IES to 6000 looking before now we may change it after doing the kitchen lighting for the pendant let's add this lighting go to the top view and drag and drop in this slide with a color temperature of 4500 and instance to create the other ones we need lights under the cabinet so let's add a rectangle light with a temperature of 4500 for all of them and make them visible directly go to the dining area camera and do a test render again the intensity for the lights under the cabinet is pretty high so we change it to half the amount for now it looks pretty good the next area we will do is record the lighting we'll start by copy pasting the same ideas for the first one and instance for the others do a test under it looking good now we may want to go to the Fourier camera and do a test run there to make sure lighting for Creator works properly we need to change the intensity to a higher amount like 300 and temperature to 5500 go to the camera and change the fs stop to 5.5 basically it's all about playing around with the intensity and temperature of the lights and Fs stop and shutter speed of the camera to get a good result okay we are done for this session in the next one we're gonna continue to do lighting for the other areas see you next time continue Lighting in the master bedroom we'll start by test rendering to check the environment lighting there go to the camera and change the fs stop to 4. now we can start inferior lighting go to the top view and live select Corona Light drag and drop a like to the table lamp and change the intensity to 60. instance for the other one and do a test render we need to change the intensity to 150 looks pretty good now then we need to add higher slides for the pot lights and we can do this by copy pasting from leaving area instance for the rest and then do test render to create more contrast we change the temperature for IES to 5000 and the temperature of the table lamp to 4000. now we'll add some uneased light to the closet area and start lighting downswing first we do a test rendered for the environment lighting then we'll add some is light and check the brightness change the intensity to 100 looking pretty good now we need to add light under the bald pattern on top of the toilet which will be done with the rectangle light rotate it 180 degrees and change the temperature to 4000. check mark visible directly as we want to see in the render let's do a test render it's too bright so we're changing density to 20 and temperature to 4000. okay they are done for this area let's move on to the office as usual to begin by doing a tester and it there's no window for this area and the only light that we have is from decorator we'll start by adding light under the shelves go to the light and add a rectangle light about the same length of the Shelf move it to the center and rotate it by 180 degrees and instance it for the other ones now we can do a test run there before changing anything else let's change the intensity to 15 for now next stop is the table lamp add a sphere light and change the intensity and size of the light for the pot light we'll copy paste the same IES light from the corridor and change the IES map to another from is folder change the intensity to 100 temperature to 4 500 and size due to centimeters let's copy paste the same ideas with the previous map for the both world lightings the last one is the chandelier on top of the desk and we do that by adding a dislike under the chandelier they're changing intensity to 60 temperature to 4000 and set the radius to 18 centimeter let's do a test render to change the overall temperature we can tweak the white balance in the short rain buffer and change it to 5500 after we've added all the lights we can play with the intensity Titanic with result for example we can make pot lights darker and lights for the chandelier brighter to create a focus at the center of the office the last area that we cover is the powder room let's do a test center first and then copy paste is we need to change it to about temperature like 4000 or 4500 it's looking pretty good before submitting renderers we need to set the background photo so let's go to the top view and with the cylinder make an area around the suite converted to editable poly and delete the top and bottom polygons and apply your normal map to see the texture inside of the ceiling depth for the texture let's use a Corona bitmap and select the background texture select Chrono color correction and assign the bitmap to this in the corona color correction we change the saturation to negative 0.3 and exposure to negative 0.5 for the tint color let's select the blue grayish color and then assign it to the chronolike material and change the intensity to 15. and close the material editor now we right click on cylinder object properties and uncheclusive Shadow and cast Shadows because we don't want this cylinder to receive our cast any Shadows hit OK and apply this texture to the cylinder and go to the living room camera and do a test run there in terms of color and lighting it matches with interior light now we may want to do a test to make sure the position matches with the camera's horizon line to do that we'll oscillate the background select camera and check my horizon line move down the cylinder to match the horizon line of the background with camera we're done with this part now let's go back to the powder room and start doing final renders to submit each render we may need to change the acid ratio for example if the powder room it's good to have a more Square render let's change the image aspect to 1.4 and like it change the feed to 5000 and hit enter the height will be set automatically by the image aspect scroll down and in the render output files select insert the folder where we want to save the render and hit enter we'll do this for each area separately you do some post protection in Adobe Photoshop open Photoshop and go to the file open on your computer go to the folder where you save the render and password enters and now edit you'll have to copy paste all the password enters to the main printer run after that you can close them and we have one part with all of them together now we want to start to organize them create a group with reflection reflection Bloom clear and syntax map and call it adjustment and another group for wire color and calling selection start with ctex map and turn off the other ones for syntax map go to the drop down menu and select multiply this is pretty intense so with opacity let's listen it to about 21 the next one is reflection pass I will change it to screen mode let's change opacity to 33 percent for the refraction pass let's do a screen mode with an opacity of Aging person the last one is film clear and this one should be a screen mode again with the opacity of 70 as you can see it's impacting the Lux now it's time to combine all these adjustments and make one layer while keeping all these render passes separate select the main render and adjustment layers right click and duplicate the layer and merge create a group for that and rename it to post Pro we'll change this layer to Smart object and the reason for that is to preserve an image source content with all of its original characteristics which enable us to perform non-destructibility into the layer right click on the layer and select convert to Smart object by hitting contract plus we can zoom in then go to the filter camera raw filter and select it in this window we can do a lot of editing like enhancing saturation contrast Clarity and many other options let's start with temperature and move the temperature slider to the left and right so it looks good here set the exposure to 0.15 contrast to 14 highlight 27 Shadow 13 and legs to 7. to have more details in the texture we can change the texture to 12 Clarity 13 and Vibrance to 5. the next step is detail that is for sharpening to change the amount to 26. in hsl adjustment we can emphasize and saturate colors separately for instance if we want to have more saturated blue environment light we'd move the slider for blue to the right or for the green color in the scene you can do the same less adjustment is effect which intervenating here by changing them on to negative 43 and midpoint to 61. after doing that we'll go back to the exposure and change the amount to 0.65 and hit OK we may want to create more contrast with the blue environment color and warm color inside to do that we'll open the camera feature again and pick brush select left side close to the window and change the temperature to negative 29. we are now done with post-production so we need to save it go to defy save that save it in your desired folder as a PSD file and then a jpeg next up animation to optimize the scene we need to make practices in the coronary practices don't improve rendering time they do head keep a smooth viewport performance despite many objects in the single and they help make the files smaller first we have to check the number of polygons for each objects and make a proxy for any object that has more than two thousand to four thousand polygons to do that go to the plus sign configure viewport statistics and check mark total plus selection to show the total amount of polygons and the selected object press 7 on the keyboard and on the left side of the scene you can see the total number of polygons and the number of polygons for the selected object for instance the site table has 1050 polygons so we don't need to make a proxy for it but the sofa has almost 2 million polygons so we'll definitely need to create a proxy for that start by isolating it go to the group and ungroup it then select only the sofa and isolate it again we first need to attach all the parts together to do that select one part and go to attach leads select all and press ok if ever we want to see the object we can change it to full image in the modifier panel we'll continue to repeat this process for all the objects that are heavy in the scene next we want to start setting up the camera for animation to do that select the three cam for each area that we made and to make a copy of it we'll start off with office cap go to the camera select camera Ctrl V and then select the camera and rename it to AC underline office with the Daily Camera move back in environment and keeping remove casing from The View by slightly adjusting the number open the time configuration window and in the frame rate check mark custom and FPS 224 to have 24 frames per second in the animation change the start time to 0 and in time to 300 and press ok then go to the save frame by pressing shift plus F and open render setup to change the aspect ratio to HDTV video and press auto key to turn it on the area that we are placing the camera in is the starting point with the tele camera move forward to the frame 150 this will be our endpoint make sure defaults in and out tangent for new keys is linear to allow the camera to ease in and out then press play to check the speed and Camera to see a preview for the camera go to tools preview grab viewport create preview animation in this Windows set there is 250 since our camera range is 0-250 then check mark frame number and camera view name individual style change the preview process to standard and preference to faucets output will be saved in this order and if we want to keep all the previews we'll have to move it to the separate folder since the new preview will override the previous one here is the preview for the first camera the next one is going to be for the dining room select the camera and control e to make a copy of that then go to the top view and rotate it towards the dining room table next go to the camera and change the name to AV underline dining using the daily cam pan move it back and turn on auto key move the camera to the right in the frame 150 and press play and repeat the same steps to make a preview for that now we want to make a camera for the living room to do that select the living room camera press Ctrl V and go to the camera and change the name to AV underline leaving under 901 go to the top view and rotate it next go to the camera view move the bar to zero turn on auto key and move the bar to 150 using rotate back through and use the Telecom to do a 150 turn into RTC you need to test this suite for each camera to make sure we have a constant and a smooth animation the number of frames might change as we test and adjust the cameras we continue to add cameras for each of the areas now it's time to stop your turn their switch camera go to the AV underline office and you want to start by setting our frame rate to 24 frames per second before submitting our animation we should do a pre-calculation for our USD this will make our render go faster and will prevent us from having to calculate it for every frame depending on how many frames our camera has we should set it up to render a frame roughly in the middle of the camera path in this case the camera path has 150 frames so it's set to render frame 75. next we'll set the noise level limit to 0 set the time limit to 1 second and turn off the noise now if we want to set the UHD preset from frame to animation feature free set the pre-computation to calculate from scratch and save the file then select the pad in which we want to save our USD since it's a synced file we can put it in the same folder that we submit the actual render 6 hours we can now render without detecting very long once the UHD is finished it will be saved in the USD file since we've rendered out pre-calculated USD it's time to set up our scene to render the actual animation to do that switch back from frames to range it should be set to 150. and save it as an XR file in our destination folder set the noise level limit back to five then one to put the time limit back to zero seconds and change the denoise mode back to high quality next we want to set our pre-computation to load from file it will automatically set the pad to where we save it but we can always click the back button to be short now we are all set up and we can submit the animation to render now that you've got your camera animated in the next session we'll be looking at post-production and animation once we finish animation rendering for all the cameras we can move on to post-production in Adobe After Effects first we need to open our project settings under color settings change depth to 32 bits per Channel float working a space to Adobe RGB 1998 and check mark linearized working space now we can import our exr sequence to do that go to find import file and select all the sequences and make sure that the openxr sequence is check marked once our footage has been imported right click on it and go to interpret footage slash main on the alpha make sure to select ignore otherwise we lose our Skype also make sure that the frame rate is set to 20 frame per second next drag the footage down to the create new composition button this will add our sequence to its own composition in the timeline then make a separate folder for the footage and the composition to keep it organized now we can start extracting the render elements we are going to use reflect refract and nuclear to do this duplicate the original footage right click on it and relay mean after the render element it will refer to in our case reflect then go to effect 3D channel extractor and change the tab to reflect in the reflection layer select the screen blending mode we will adjust the opacity under transform just like in Photoshop we can repeat this process for any render elements we want to use just duplicate the original sequence rename me and use extractor to extract it just like we did for reflection now we want to make some other adjustments like color corrections to do this right click in this area select new adjustment layer make sure that adjustment layer is selected so that we can add anything within the adjustment layer for now we'll use effect color correction limited color limited color is great because it's very similar to the camera raw filter in Photoshop with a lot of the same options for adjustment after doing some tweaks on exposure contrast shadows and other options we make another adjustment layer this time we use effect color correction photo filter and we can change the temperature of the steel lighting by selecting warm or cool options and opacity now that our composition looks good we want to export it to do that select file export add to render queue under last list change the output to Avi and the output 2 is what we click to set the folder we want to save the API to then hit enter on the right here is the result we are done with After Effects at this point and we can repeat the same process for all the footage we have once that's done it's time to jump to Adobe Premiere to combine these apis and add music to start select new project name our project set the path we want to save it to and hit OK next we'll import our video clips go to file import select our video clips and hit open we've now imported our video clips we can choose to view them as thumbnails or we can view them at least next select our video clips and make a folder for them since we want to import music and keep them organized now let's start we can select video clips and drag them into the timeline which will create our sequence next we want to add a Crossfade between our clicks to do that we need to offset our Clips to make them overlap this overlap is important because it allows us to create face between the different clips Begin by placing the cursor pointed near the end of a clip and hit Ctrl plus left click this will add a yellow line at the end of our key while holding down control and shift We'll add those same yellow lines for all the clips to do that go to the number pad and the keyboard type negative 12 and hit enter this will move our video clip back along with any other clips that come after it after making yellow lines for all the clips hit Ctrl plus d to add across results we can change the duration of Crossfade by changing the duration time on the top left now that we've got all the video clips offset it dissolves it's time to import our audio to do that go to the file import select audio file and click open just like we did for the sequences and footage click the folder button to create a folder for our audio now we can drag our audio into our timeline we need to match the end of the first audio segments with the beginning of the second one by fading in and out to do that click the tab at the top this will open our effect panel on the right hand side select audio transition exponential fade on the end of our audio key you can adjust the length of the exponential phase by grabbing it by the edge and moving it forwards or backwards now all our video clips have cross dissolves and we have audio that matches the footage we can now export our animation go to export media change the format to the edge point to 64 preset match Source High Beatrice and without width name this is where we want to save our video to and name it make sure that the export video and Export audio is check marked and then click the export buttons okay we are at the end of this project hope everyone enjoyed let's see the result foreign [Music] foreign [Music]
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Channel: Free tutorials online
Views: 226
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Keywords: 3ds max tutorial, 3ds max tutorials, 3ds max tutorials for beginner, 3ds max, 3d modeling, autodesk 3ds max, 3ds max modeling, 3dsmax, 3ds max modeling tutorial, 3ds max beginner tutorial, 3ds max course, autodesk, corona renderer, 3ds max 2023, 3ds max full tutorial, corona render 3ds max, vray 6 for 3ds max, modeling, render, 3d render, tutorial, lighting, rendering, materials, architecture, interior design, interior designer, interior design ideas, 3ds max tutorial for beginner
Id: kKHln8eFxq0
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Length: 64min 36sec (3876 seconds)
Published: Mon May 22 2023
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