Creating a scene of the exterior. Lesson from gus_ann. Part 1.Hello everybody! We begin to make the exterior. This lesson does not affect the exterior, but it is still necessary to create the main element of the scene.BenchThe central object for my work will be a shop. I found a reference store, according to which I will model it:I will open 3ds Max, I will adjust the unit of measurement (I will work in mm, but it's not a matter of principle). Further, to make it easier to work, I want to upload an image of this shop to the Front window. To do this, I'll make the Front window active, go to views-viewport background-configure viewport background:A window will open where I press the indicated buttons one by one, and I will show the picture of the bench-reference. Click on Ok, and in the Front window I will see an image:If you look at the bench, you can disassemble it into very simple elements. This is a curved forging - lines, a few spheres for their connection and decoration, as well as the boards themselves, which I will make from simple boxes.I'll show you an example of how to make one forged element, even the beginner will cope with the rest.I'll take the line tool and draw a line on the reference line, taking into account that the image of the bench is at my angle, and I'm doing in profile, i.e. stretching this line:Then I'll work with each vertex, put it in a suitable place and for each of them, except the first and the last, I'll do anti-aliasing with the Fillet tool. To do this, click on Fillet, select the vertex and drag it, while my one vertex will disappear, and two will appear instead. I will pull until one of the newly formed vertices is not rested against the neighboring one. I will allocate these nearby standing peaks and salt them into one Weld tool with the necessary threshold for merging:So I'll do with all the tops, with some again, trying to achieve the smoothness of the line:After I have arranged the form, I will make the line visible and give it a rectangular shape, the size of the height and width will be selected by eye:Now, I'll convert my line into editable poly, I'll look carefully, I'll have an extra edge:Select the extra edge and delete it with the Ctrl + Backspace key combination.I will select all the edges at the edges:I'll make them chamfers:Well, that's all, the first element is ready. Create all the other elements in the same way, add to the right place in the sphere, I'll make a seat and a backrest for the bench. It turned out this way:Our shop was not created in the right size, it turned out to be too small / big. In order to bring it to normal I'll go to Utilities, press Measure. At the very bottom I will see the real dimensions of the bench. I'll figure out whether its size fits the real, real size of the object. I will allocate the shop and the scaling tool will start it proportionally (on all axes) to reduce / increase. In doing so, I will see that my dimensions change in the Measure window. I'll bring the size of the object so that it's about 900 mm in height: Next, I will cause all my changes to be done - I will make Reset XForm: And once again, convert the shop into Editable poly, using the right mouse button.TexturingI will highlight all the dark forged items: I'll assign them a modifier UVW Map, type box, put all the axes 1000 mm: Create a V-Ray Blend material. On the question of the program about whether to leave the previous material as a sub-material - I will answer Discard old material: In the Base material I'll put the usual VRayMtl. As soon as I do this, the program will immediately open this material. We will do here something like dark forging.Color Diffuse: Color Reflect: In the Reflect slot I'll put another card: I'll go into the Output parameter of this card and set the RGB Level value to: All other material settings below: In the Bump slot I put the card: The strength of the Bump is 10: Go back to the sublevel above to our Vray Blend material. It's time to create material in Coat slot. Click on this slot and also put here the usual Vray Mtl. The program will immediately open it.Color Diffuse: Color Reflect: Other parameters on the screen: Go back to the sublevel above to our Vray Blend material. So I have already created two materials - Base and Coat. Now I mix them up with each other. To do this, Blend Amount will put a black and white map, which we used for the Bump slot in the Base material. Assign the Vray Blend Mtl I created to my dark forged items.In order for me to text the gold jewelry spheres, I will copy Coat material, transfer it to another material editor ball, rename it, and assign it to all spheres.It remains to make material for the boards. Each board must have its own unique drawing. Therefore, for each of them, we will create our own material with different trimming cards.I will select each board and assign it a UVW Map modifier, a Box type.Let's create a new VRay Mtl, in the diffuse slot I'll use a map with the appropriate trimming (see the previous lessons for how to crop):
For the Reflect and Bump slots, I'll use a map (with the same trimming): Other parameters of the material on the screenshots: I want to make a shabby board material. To do this, replace the Vray Mtl I created with Vray Blend Mtl. The program will ask you to leave the previously created material or discard it, I will leave it -Keep. It turned out that in the Base material I had established the previously created board material, in Coat the material I will assign a new VRay Mtl, the color of Diffuse I'll put some light-warm-beige. Choose for your taste, this is the material of our scuffs. In addition to the color in this material, I will not change anything yet. In Blend Amount I'll put this card: I'll trim it: I will copy this card and put it as a Bump card in Coat material. Value = - 30 (negative). I will assign the material to the first board.In order to make other boards unique to me, I will copy this material in Copy mode and apply different trimming to the used maps. Assign a new material to each new board.The shop is ready, but it does not look beautiful on the render. To make the store play, it became realistic, you need to adjust the lighting, which we will do in the next lesson.