How to model an interior scene in 3ds max

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hi I'm Hadi and in this video, I'm going to show you how to model and interiors scene with 3d studio max. also in my next video I'll show you how to render the same scene with corona renderer so subscribe and hit the notification button if you don't want to miss that before starting any project it's necessary to check the unit setup settings if you're working on a big scale project it's always better to use meters but for this project which is a small interior scene I'm going to use centimeters and I need to make sure that my display unit scale and system unit scale are using the same unit like centimeters here alright first of all I'm going to import my CAD file which is this one the unit in my AutoCAD file was centimeter so I'm not going to touch this and I need both of these layers so let's just hit OK and start the project as you can see this is a pretty simple plan I have a very big window over here that could illuminate the whole room but I'll show you how to do that with artificial lights as well I have a sofa over here a TV unit dining table and this small kitchen to begin with let's start with the walls with the line tool I'm going to draw a line all around the plan just don't forget to put a vertex on each side of the openings now I need to do the same thing with inner lines also all right let's isolate these two lines and attach them together now I need to add an extrude modifier to that with a height of 270 centimeters or maybe 300 centimeters would be better okay for the openings first I need to add an editable poly on top of the extrude modifier then I need to add a segment over here which indicates the height of the doors now let's move them all the way up to 220 centimeters on the z-axis I need another segment over there for the window but this time I need a height of 260 centimeters now in order to open these areas I need to select both polygons in the front and back and just hit the bridge in the Edit polygons rollout okay I don't need these polygons so let's just delete them and I'm going to repeat the process for my window also ok I'm done with the walls let's start with the ceiling by drawing a line all over the plan but this time I don't need to put any extra vertices for the openings I need two hundred and seventy centimeters of height for this room so let's move it down a bit to here now I just need to add an extrude modifier on top of it to thirty centimeters now to add to floor I'm going to need another line also but since the wooden floor will continue under the doors and the window I need to include these areas in my line also all right now let's move it down all the way to the floor and add a floor generator or modifier to it this modifier is already built into 3ds Max 2020 but I will put the download link into the description in case you're using older versions of 3ds max okay now let's tweak the values a little bit I need 150 centimeters for length and 20 centimeters for width there's no need for any gaps between our planks so I'm going to put 0 over here half a centimeters for extrude and 1 millimeter for bevel would be good okay as you can see we have the walls floor and ceiling for the next step I'm going to model these cabinets okay to begin with I need to detach these cabinets from the rest of this plan I'm going to detach these two elevations from each other as well now in order to align the elevation on the z-axis I need to move the pivot to the bottom part of each of them let's make sure that these elevations are located at the center point of the 3ds max workspace now I can align them on a z-axis with the rotate tool okay let's start with the kick plate I'm going to create a box in the front view then convert it to editable poly and adjust the depth of it by moving the vertices based on my layouts or the other way that I could do that is to start in the right view and adjust the length of it in the front view now I'm going to repeat the whole process with each part of the cabinets okay for the handles I need to draw the profile with the line tool and then extrude it but remember if you want to create something in two dimensional views it's always practical to use 2.5 SNAP tool now I just need to copy this handle for rest of the doors and drawers and continue with the rest of the cabinets okay in order to put the oven and microwave in here I need to make a negative extrude I'm going to do that by going to the right view and slice the box with the quick slice tool after that I just need to select this polygon and extrude it inside for the backsplash tiles I'm going to use a floor generator modifier again let's draw a rectangle or a plane over here and move it all the way to the back now I can add the floor generator modifier on top of it let's start with 11 by 11 centimeters there's no need for any gaps or offset and two millimeters of extrude and one millimeter of bevel would be good enough now I could gently change these values to fit all the titles that I have in this area okay it seems like there's a problem over there there let's fix that okay looks good now let's select all the cabinets and move them to where they are supposed to be alright just don't forget that for getting better results in rendering we always need to avoid sharp edges because you could get a very nice and smooth specular on the edges if you just make a small chamfer so I'm going to select everything and chamfer the edges around half a millimeter let's do the same thing for the handles as well because that would be very useful in close-up shots also we're done with the modeling now we can add some furniture and accessories to the scene all right as you can see I have already merged all the objects into a new file and I'm going to merge this into the main file let's start with the window I'm going to align this corner to the corner of the opening that I already have I'm going to put everything on top of the wooden floor because I don't want to miss any details in my final renders now let's move it all the way up to here and I need at least two more copies of this window but instead of copy I'm going to use symmetry modifier as you can see there's a gap over here which I could fill it with a FFD modifier okay now let's put this door into its place I also need to stretch it a bit to fill the whole area over here and for that I just need to add an editable poly to this door and by moving vertices I could just fix it into its place and as I said earlier I'm going to put everything on top of the wooden floor so let's do that for this door also now it's time to add all the lights to the ceiling okay let's draw a plane over here to use it as a helper so I could align the lights to the middle of the ceiling now I'm going to do the same thing for the kitchen as well in order to see all the details inside the halogen lights I need to make some holes in the ceiling where my lights are and I can do that by adding some circles around my lights as the first step let's isolate the circles and the ceiling together and detach the bottom polygon of the ceiling now I'm just moving it all the way down to the floor then I need to make an outer line of this polygon with the help of "create shape from selection" in edit borders rollout. alright now I'm going to attach all the shapes together and add an editable poly to it then let's slice this polygon in these areas because it's always better if everything in our polygons are connected to each other with segments now I need to move it back to where it was and attach it to the ceiling okay as you can see if i zoom in you can see all the details so we didn't miss anything here and I'm totally happy with that okay I'm going to take care of the rest of the furniture I'm going to roughly place everything into the scene because I possibly will move them around a bit after I start with putting cameras into the scene just remember that we don't want everything to be organized and perfect so try to pivot or move objects around a bit to make it feel more natural and realistic in the previous part I had forgotten to add chamfer to these parts so I'm going to take care of that right now all right everything is ready now we can just take care of the lighting materials and finally the rendering. if you have any questions about this tutorial you can ask me in the comment section below and remember I'll show you how to render the same scene in my next video so if you don't want to miss that subscribe and hit the notification botton
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Channel: HM STUDIO
Views: 333,061
Rating: undefined out of 5
Keywords: how to model an interior, how to model an interior scene, interior scene, 3ds max, 3d modeling, how to, interior tutorial, interior tutorial 3ds max, 3ds max modeling tutorial, interior scene modeling, floor generator, cabinet modeling, how to model cabinets, modeling kitchen, corona renderer, vray render, 3ds max tutorial, 3ds max modeling, 3ds max 2020, animation, lighting, relistic, details, interior, exterior, interior lighting, corona render, vray for 3ds max
Id: 9O1MkpLdZvs
Channel Id: undefined
Length: 26min 22sec (1582 seconds)
Published: Sat Apr 25 2020
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