Creation the Exterior Scene Tutorial - Part 1

🤖
27 Feb, 2014 gus_ann (3dsmax vray expert)

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.

Bench
The 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.

Texturing

I 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.



28 Feb, 2014 Svetlana
28 Feb, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Anne, thank you for your work and the creation of a lesson! I was going to do, and right away ran into a small problem. I do not configure viewport background: It is simply viewport background, but there is another shop window and get a bit stretched: in fact, it's not so much, but I would like to clarify why. And wanted to ask you at the final picture, benches boards are not just worn, there is visible shabby (exfoliate) paint. It's using the last card out?


28 Feb, 2014 gus_ann (3dsmax vray expert)
28 Feb, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
We must look for keys Lock zoom pan and put the match bitmap them jackdaws, you stretch the entire viewport neproportsianalno match view port. Yes, using the latest katra. Do you want shabby - do not put the card in general Vray Blend Mtl not do.


28 Feb, 2014 Svetlana
28 Feb, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
As it does not want to shabby? Very I want !!! 😁 Yes, thank you, set daw everything was fine. By the way, if you are interested in Photoshop reference which can be rotated at an angle in order to make it more convenient to trace. To do this, select the Crop tool and the desired part included jackdaw prospect of changing the angle of inclination:


28 Feb, 2014 Svetlana
1 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Anja, and you do not know what could be the chip of wood texture loaded a different color 🙄 Oh, and by the way, you do not have enough on the bench of the third leg (in the middle)


28 Feb, 2014 gus_ann (3dsmax vray expert)
1 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
I do not know, to download in Photoshop, create a new layer zaley brown and mode of this layer put color. If you want the third leg-do! I also forged bars wider than the reference.


28 Feb, 2014 Svetlana
1 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
It turned out something like this:


3 Mar, 2014 niko210
3 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Hello, gus_ann, thank you for this tutorial! I think he would be as detailed as the previous series about the interior.) Has long been interested in the question of the correct setting of exterior lighting, including I look forward to continuing) I wanted to ask a question about the Reset XForm, but immediately found the answer on the site (it is interesting:. http://renderstuff.com/svobodnoe-3d-obsuzhdenie-78-utilita-reset-xform-i- modifikator-xform /). This site - a bible for the visualizer! So much information in one place!)


5 Mar, 2014 Lik_mishka
5 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Hi, thanks for urok.Budet smodelit time itself, show that poluchilos.Paru tips for those who want to make this model: 1) It is easier to edit in Photoshop sidewall so that she was not in the long term, and become, as it were perpendicular (weld and free transform you to help) 2) new versions of Max no config backgrounds in that particular tab, use the keyboard shortcut alt + b 3) to better looked pound lightbox model them on the Internet a lot of ...


28 Feb, 2014 Svetlana
6 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Lik_mishka, do not really understand this: "to better looked pound lightbox model them on the Internet a lot." possible more in detail?


6 Mar, 2014 Usco (3d modeling expert)
6 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Svetlana Hello! In this example, we are talking about the subject vizualizitsii. More you can read the topic: Setting up Vray for the subject (studio) imaging http://renderstuff.com/setting-vray-package-studio-rendering-268/#discussion If you are interested in is the object rendering in Lightbox, then read on page three of the same theme, post # 5310 by Denis. There he tells and shows how to do it. This technique is not suitable for this lesson, since lesson about the exterior and not substantive visualization. 😉


28 Feb, 2014 Svetlana
6 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Usco, thanks)


6 Mar, 2014 Usco (3d modeling expert)
10 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Lesson interesting until only the geometry:


5 Mar, 2014 Lik_mishka
10 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Svetlana, light box is a virtual design (although you can make a real analog), usually consisting of 3 light sources (left, right, top), white background rounded. The whole structure has the effect of ravnoosvyaschennosti, beautiful teni.Lichno I use to Spanish. model for booklets, etc. (advertiser itself)


12 Mar, 2014 Yevgeniy
12 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
🙂 Guys, really looking forward to the continuation of the lesson, as can neither decide how to use that in the exterior. My job is to make visualization of the house made of logs, but it is better to use a dome with conventional light sources or VRAY SUN + SKY ??? It urgently needs help because periods burn. Thank you


28 Feb, 2014 gus_ann (3dsmax vray expert)
12 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
VRAY SUN + SKY


12 Mar, 2014 Denis (3d modeling expert)
12 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Hello. Also interested in the lesson. Particularly interested in methods for creating realistic vegetation. Previously, I never had to make the grass and the trees, waiting for the continuation of the post. As problems for themselves would like to do a similar visualization autumn park, as in this reference: At this stage, ready painted old shop:


12 Mar, 2014 Ilya_sp
12 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Eugene, I do have recently gone from VRAY SUN + SKY in prolzu vray sun + vray dome light with the HDR-card.


5 Mar, 2014 Lik_mishka
12 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Ilya_sp, but what exactly do you do? For my dome light is only just ekstererov.Dlya models vray sun + sky


13 Mar, 2014 TheWB
13 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Do not think for chicane - but I have a question - what is the point to set the reflection color, and then apply the texture, and the maps in the book, the percentage mix - 100 - a percentage of the mixing completely covers the bitmap map (texture) Your color reflect ... I did not want to complain about the little things - but it's still an important point in understanding the working principle of mixing materials and basic colors and textures with procedural maps within


28 Feb, 2014 gus_ann (3dsmax vray expert)
13 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
TheWB, it makes no sense. I used to tune the material first, always do through reflection color, and then, if necessary, use a card. I'm so easy to customize stuff, but if you do it through reflection texture, then it does not matter what color, if the scroll maps, the percentage mix - 100.


5 Mar, 2014 Lik_mishka
18 Mar, 2014 # Re: Creation the Exterior Scene Tutorial - Part 1
Today at lunch sat for half an hour closed up, but see the shoals, the tree should be older and have the legs to correct geometry in the schools, as well as take a look who interestno:


Add a comment

Name:  


Anti-spam challenge (please check if you agree with this and uncheck if not)
Yes, I am a spam-bot.
Yes, I am a human.
Terms of Service

RenderStuff © 2008