3ds Max 2020 Interior Design Beginners Course | IVito . | Skillshare

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3ds Max 2020 Interior Design Beginners Course

teacher avatar IVito ., Helping You Learn Creative Skills!

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

18 Lessons (2h 42m)
    • 1. Intro

      1:17
    • 2. Initial Settings

      4:31
    • 3. Modeling Base Shape

      11:00
    • 4. Modeling Window

      5:39
    • 5. Creating Roof

      5:35
    • 6. Baseboard and Downlight

      8:11
    • 7. Tv and Tv Cabinet

      8:49
    • 8. Modeling Couch

      27:00
    • 9. Coffee Table and Carpet

      5:42
    • 10. Ac and Lamps

      5:32
    • 11. Curtains

      3:28
    • 12. Props

      11:26
    • 13. Objects Placement

      4:04
    • 14. Setting up lights

      13:04
    • 15. Materials Part 1

      24:36
    • 16. Materials Part 2

      13:41
    • 17. Render

      6:34
    • 18. Render 2 TImelapse

      1:42
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About This Class

Hi my name is Vito and welcome to this Interior Design Beginners Course.

Building compelling Architectural experiences with 3ds Max can be both incredibly rewarding and extremely frustrating. With so many parameters and settings, it's hard to know where to look when you need a solution. But when it all comes together, an extraordinary experience can be created. Join me in my Interior Design Beginners Course on 3ds max Architectural visualization, where we'll dig into Modeling, Materials, lighting, and Rendering techniques that will take your project from concept to final render. This course is a must watch for Anyone who wants to learn 3D Modeling, Architectural Modeling or Rendering Interior or Exterior Designs in 3DS MAX

So we’ll begin by setting up initial settings in 3ds max like our measurement units, 3ds max project and render settings once we have our settings setup. We’ll begin modeling our interior step by step starting with base shape of the interior design next we’ll model furniture including tv cabinet, couch, carpet, curtains and more. After that we’ll start working on setting up lights in our scene next we’ll add materials and textures and finally render photorealistic images out of 3ds max so let’s go ahead and get started.

Meet Your Teacher

Teacher Profile Image

IVito .

Helping You Learn Creative Skills!

Teacher

Hi! My name is Vito and I make videos to help you bring your creativity to life. Learn new skills and create projects you love.

Professionally produced, highly focused online video training that will teach and inspire you. The Vito style is different :)

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Transcripts

1. Intro: Hi, My name is Vito and welcome to this into your design. Beginner schools, building computing, architectural experiences between us. Next can be both incredibly rewarding and extremely frustrating. With so many parameters and settings, it's hard to know where to look when you need a solution. But when it all comes together and extraordinary experience can be created, join me in my interior design beginner's course on three DS Max architectural visualisation , where we will dig into modeling materials, lighting and rendering techniques that will take your project from concept to find. Render this course is a must watch for anyone who wants to learn three D modeling, architectural modeling or ranging into your or exterior designs in previous max. So we'll begin by setting up initial settings in Freedia Smacks like our measurement units . Three DS Max Project and Render settings was We have are setting set up will begin modeling or into your design step by step, starting with the bean shape of the interior design natural model the furniture, including TV, cabinet, couch carpet, curtains and more. After that, we'll start working on setting up light in our scene. Next, we'll add materials and textures and finally, a vendor photo realistic images out of three DS max. So let's go ahead and get started 2. Initial Settings: before we began modeling or into your design, we need to take care of a few things. So we need to set up some initial settings, such as what kind of measurement units we will be using What is our renderers? And we also need to set up a three DS next project, Folder three DS Max Project folder allows us to stay organized. So when we create a three DS max project, it creates some folders within a single folder. And those stuff folders have known names such as images, scenes, and then we can store our assets in these folders. So if we have our images file audiophiles, everything can be kept in a single folder. So later, if we need to access this project again, we can easily find their assets. And if we need to move for project between computers and we can simply move a single folder and everything will stay intact. But if we don't have a project folder and we're using images from D Drive and then we have audio files from our desktop later on, when we move our file three DS Maxine file to a new computer, and that opened those files on that new computer. We might get out of that. You have a missing texture. Your audio file is missing, so all those kind of things can happen. Says usually a good idea to start with the three DS Max Project folder. So let's begin by setting up our measurement units said. If we click on this customize menu here and then towards the bottom, we have units set up. Let's click on it and then using metric, we can select centimeters from this trump down. You can also use a different measurement unit if you want to. Let's select. Okay, Q. And then we can set apart render by clicking on the rendering menu and then selecting render set up. This will open up this dialogue him and then under a renderers, we can click on this drop down menu. Select Arnold this close out of this dial, okay? And finally, we need to set up a project folder so we can go ahead and click on the file menu and then to was the bottom. We have project menu and then we can select create default, and this will open up this file explorer here, and we need to navigate toe a director where we want to store this project. In this case against you, I have my documents. Three DS max 2020 projects and then I'll create a new folder, so I'll go ahead and click on it. And then I can name this new projects something like prettiest Max 2020 interior design. So once I have this name, I can just select the folder and click on Select folder. Now, three years Next will create a lot of self folders within this folder. And now that we have or initial setting set up, we can go ahead and save our scene file. So if we go back to the file menu and select safe, this will open up our file Explorer again. But this time, if you notice in the path here we have our previous next 2020 interior design course, and then we have our scene's folder. So this was created by three DS max automatically, and we can see you a save our seen files here. Let's go ahead and see if our final by typing in something like 01 initial settings and then we can click on safe So we have our initial setting set up, and finally, I'd like to point out one more thing. Now, as you're watching this course and you complete a certain video by complete I mean, when you wash the video and it's time to save your tedious max a file, I would recommend saving your files in incremental saves rather than overriding your it single file over and over again. Save your files in a separate file. Now you might ask, Why would I do that? Let me give an example. So let's say that you're watching the first medium and you've completed it, and now it's time to save the file so you would go ahead and save that something else. 01 initial settings. You can use the different naming scheme if you want to. Next, you want the second video, and then you named this zero to V shape and then you want the Ted video and you named this 03 window and so on. Now, once you have this kind of naming scheme and incremental saves, let's say that after watching third video, your SE file becomes corrupted. Now you can easily jump back to the previous step and begin from second video. But if you don't have this kind of incremental saves and one off your files become corrupted and your overriding that same file, they don't have to go all the way back to the beginning. So that's a big trouble. And that's something you would wanna wait. And now I usually use and this kind of incremental saves in my personal projects. So when I start working on a project, I say, if each step in a sort of incremental safe, and then if something unexpected happens, I can always go back to the previous step and continue again. OK, so that was something that I wanted to point out, and now in the next video, we can begin blocking out the beast shape of for interior design. 3. Modeling Base Shape: we can no begin more linger into your design. So let's go ahead and get started sent. We'll go ahead and click on the file menu and then selective now from our scenes for little good and open our initial settings. Now that we have are seen opened, we can have a records. They're here on the prospective U boat, and then we can press old W to maximize this report. Next, we'll go ahead and click on Devil Shooting enabled at faces. And then we can activate the box tool. Now we'll left click and hold and then drag out to create the base year. Released a click drag up to create the height left click to finish creating this box. Now we can right click to deactivate the tool. Now, if we switch to the modified panel here, we have a lint with and height parameters set. Let's go ahead and type in 600 centimeters for the length. 800 centimeters for the width and 350 centimeters for the height. Now to zoom out will just use their Moskal wheel. Now, if you're unfamiliar with the navigation controls in three DS max, I'll quickly go over them, and you can also watch my prettiest max 2019 beginner's course, which covers the fundamentals off three DS max. So everything that will be using in this course is covered in a lot more detail in a comprehensive package in that particular course. So with this box created, we cannot be in modeling. So before we start modeling, we right click on our object and then convert into inevitable fully, and this allows us to access the tools here. Now there are two type of architectural objects in previous max, so if you're working with a house designed that is only an interior design, we doesn't have an exterior. So that's the kind of design that we'll be creating here. But we also have a certain design where you have both interior and exterior. Now the process is pretty similar. There are a few minor differences. I will give an example. So with this case you can see have created this box and the with three D program works is that we have only a single sided polygon. So it means that if you see a wall here, then that means that in the back side of this polygon. There is nothing, so it's invisible, but we can't see it because it's inside of this polygon. So what we do here is we simply right click here and then we select object properties and then we enable their back face culling. And then we want to flip this object over is that in a size or pointing out and ostracised are pointing in and that's are called normal so we can click on modified list. And then if we press in here, this will take us to the and modify the list. We can click on normal, and you can see that it'll flip over. Also, go ahead and click on the death standard, but in here or this label and then select high quality. This will give us a sort of a bit better effect here. You can use the standard one if you want to. Okay, so you can see that this is kind of defect. The outer walls are invisible, so we flipped our object inside out. And now if we arbiter of you just a bit here, you can see that it sort of becomes visible on, and then it becomes invisible where it's in front of for V now, to control your navigation, you can hold on middle mouse button and this allows you to peeing around and then to orbit your of you. You have to hold on ELT and then middle mouse button and then you can arbiter of you around . Okay, so this is one type of interior design where you don't have an extreme you can render it just into your scientists have the memory, and it's a bit is it work with this sort of design and in the design is by creating a boxer . So something like this or you can start with the plane. So this will be sort of our ground plane, and then we can convert this into inevitable poorly. And then we can use our tools such as the Swift Loop, and we can add some detail here now to precisely add the's edges. We will see that later when we're working with our model here set and then we can use their polygon selection mode to select these polygons. I'm now I'm holding down control key to select multiple polygons here, and then we can use extrude here and then we can enter same height, so that would be 350 centimeters and then we can select. Okay, so in this case, you can see that we have to separate polygons, one for the interior and then one for the exterior. On the other hand, we just have a single polygon. So is the and this single polygon is only visible on the inside and then it's invisible on the outside. So these are two ways to create your model s. So if you want to create an architectural object which has been interior and exterior, then you will go something like this. And then if you just want to create something which has interior, then you would go with this sort of design. Here, let's get out off ourselves object mode. And then we can credibility to delete this model, and we can start working on our into your design. Now left, click on this object to select this and then you can present icky to zoom in on this object and then, if you're bit, you'll be orbiting around this particular object. So our first step is to separate different parts or components off our this object. So let's begin by converting this into an edge. Trouble police and then using our polygon selection would weaken left, click and holding the drag out to create self selection Here. This will select all of the walls here and then we have this had function or command here and we can type in the names of that would be our walls and then we can select you came. Now, if you look here in the scene Explorer, we have walls, object and then we have our initial box. Let's select our floor here and then we can do same thing. Detach and then we can type in the names floor and then you get select. Okay? And then we have the roof objects so we can go in and select that and then we can rename that to something like roof. Okay, so now we have three different objects in our seen less Xeloda. For some object mode, we can select the walls, object here and then we can right click on this select isolate selection. This will isolate this particular object. So there's some bad. It is on the object with double in insider V put it will make it a bit easier to work with , This object said. We won't be distracted by the roof and floor. Now we want to start by designing sort of this wall design. So let's get an enable our edges mode here. So, like these two answers here and then we can use connect function to connect an edge loop. Here we can increase the segments to something like to, and we can leave pinch and slided. Zero. Let's elect Okay, here. Now we can tap on this button here. This enables pretty snapping. So toggle on and off and you can also left click and hold here, and this will give you option to selectivity. Snapping 2.5 D and pretty Make sure you're selling three d snapping now, right click on this again here. So this will open up our snapping settings and then we can enable where take selection were take snapping here, make sure everything else is unchecked and then under options, make sure that you have enable access constrained enabled. Let's close out of this window. Now we can select this edge loop here and then if we set off arbiter for you just to be here. So we want to move this edge so that it's a flush with this ends here. So we'll hold on our left, most button here on the Y axes, and then we'll sort of drag this into this ancient and this will sort of snap into place here. Now we want to move this back here boat 50 centimeters. So this will give us even distance on both sides between our edges here. So to do this, we can click on this button here, and this allows us to offset our current selected edge or any kind of object by a certain value. So you can see that we're working with our y axes. So whether I selected, we can go out and type in something like 50 centimeters. So it means that we want to move in this selected at 50 centimeters from its current location in Why axes? So let's press enter here and against in that it will move on the side. Let's repeat the process a bit for this eight year, so we'll select the edge, hold on left mouse button and drag this into place here. And this time around we will be moving object on a negative y axes. So that really will change to something like negative 50 on the Y axis and then we can present So now, on the bone size, we have even at distance between the sort of gap here and we can turn off for snapping. Now, using the polygon mode, we can select this polygon here. Hold on, control key. Click on this polygon to select it and now we can use that extra function. Now it's usually a good idea to just simply left click and hold here and then dragged this to experiment with the value and see the look off the object. And then you can enter precise value. So I accidentally selected this face here. So let's go ahead and click on these again here and then we can type in the values and that would go with something like maybe 25. I think that's fine. So 25 centimeters select. Okay, so we have this sort of design completed. Let's work on and this side off our object. So using her edges mode, we can select these two entities here, and then we can use connect function again and this will give us two inches this time around. We need to tweak some of the settings of it. So we want to change the slighter that it's on the side here. We can also increase and decrease the distance between I just using pinch function here. So let's go with maybe two and then we can just select OK, and we just need to treat this just a bit market. So I think 20 centimeters should be fine and then we can select okay, and then we need to just extrude this face out of it. So using our polygon mode, select the face and then using extruded, I think we can go with about 15 centimeters and then we can select Okay, here. Now we'll use our and his mode again here and select these edges and then we can go ahead and actually let's select the side here and then hold on control cancer like this one. And then we can connect these two antis here. This time around, we'll increase our segments to three and then we want zero pinch and we also want to disable the slight to zero and then we can click OK, now we need to temper these edges. So let's go and click on Cem for with settings and then we can change the distance. So that would be something like 2.5 centimeters and we can relieve arrest of settings that default select. Okay, here, this will sort of create this devil as defect. And now, using our polygon mode, we can select and these polygons here and then we can extrude these inwards. So let's move them in. I think about a negative five centimeter and then we can select. Okay. And this polygon would be reasonable to We'll go and select this and then do it and then we can repeat the process for the bottom parts. Now we'll go ahead and exit off the polygon mode. Just another entire object is selected President Key so that it's within our view. And now if we orbit, it will be a bit easier to orbit around. This object has got into enable pulling on selection mode. Do we these polygons at the bottom. So this one and then this one and then we can repeat the process for these Tom Polygons. So these aren't visible in our final render we can get it with get real from I said. This is the sort of based designer for into your design. Now we'll go out and say for final kuna and then continue in the next video. So let's go ahead and click on the file menu, Select Save as and then came typing something like zero to on beef shape and then select safe here. Now we're finally safe and we can continue in the next video and then we'll be working on the signed area so we will be adding a window on this wall here, so it will be a lot of fun. 4. Modeling Window: Okay. So, continuing from her previous video, we designed the base a shape of for the into your design. And now we can work on the window. So if we go ahead and click on the file menu and select open, we can open our base ship dot max file and you'll notice that you get this error that says one or more objects are currently isolated. So that's because we isolated our walls in the previous medium. So I just wanted to assure you that this energy is just fine. You don't have to worry about you. Okay, so we had a sort of base ship completed, and now we can begin working on this area. So the first thing is to select the object and then using our polygon selection mode, select this polygon, and then we can do testes from our walls. And we can name this something like window ah, window frame. If I can spell that, and then we can select. Okay. Here and now we can exit out off this mode here selector, object, window frame, and then we can copy the subject. So if we activate our move tool by pressing w a little stature. Pivot point is not in the central for object, So let's click on display a sort of panel here. Effect pivot point only center to object. And then we can disable the mode and come back toward a modified panel. Now we can hold on shift key and then sort of drag this over just a bit here so that we can create a clone of this object. And then we want this to be a copy and we can name this window glass. And now we can select our window frame object. We can enter into isolation motor. We can just work with this. So this is our object. Let's go out and enable our as selection mode sending these two edges connect these edges and we have our segment. So about three segments. Now it is. It depends on the design. And now I would suggest that you work with a little bit different designs and that you have been a variation in your design. Now, process will be pretty similar, so you'll need to add a few edges and then chance for them. You can also add edges in sort of this bottom part in the survey area by selecting thes edges here and then using connect function. In this case, I'll just add a single one. So I'll just move this on the top area about here, and then you can also add one down here to create sort of a different design. And it is just so that you can be a little bit more creative with this. A long winded sign. Okay, so we'll go and select a kicker. And with this I selected, we can enable our snapping. And then we can drag this on the Z axes to snap this into place and then using offset Valium. We're working with the Z axis. So that's gonna be this one here. And then we can type in something like a negative 20 negative, 50 centimeters. Negative. 30. So we have to experiment a bit. Let's go and type that one more time. So negative. About 10 centimeters. Why is it going down? Okay, so here's the thing. Now we're in offset months, so it's moving from his current location instead of from its absolute value. So that's something that I forgot. So let's go and snap this back into place and then we can go in and type in something like a negative 20 10. Negative turn negative. 10. I think this area so fine. It's all about fine tuning your and design. So once we have something like this, we can go and select one off the edge loop here. Now we can hit this ring button. It will select everything, but let's select. I think these ones here or we contempt for everyone. It's again. It's a depends on kind of the design that you're aiming for. So let's let these edges here and then we contempt for these Or actually, let's cancel out of this and select everything. So will select one off the edge loop, press Control E and then we can 10 for these. And I think we're finally 2.5 centimeters select. Okay here and then we need to delete few polygons. So using a polygon motor, let's like this polygon press delete and we can keep deleting these sort of frames here and now we can either add ah shell modifying or we can just simply extraordinary model. So that's gonna impress control A to select all of these faces and then you can press extrude button and then we'll make sure that we're extruding by group and then we can experiment with the well, you're just a bit so let's go with about five centimeters, control A to select all of the faces and select. Okay, Q. So we have sort of frame completed here, and then we can right click, select and isolation. And we have the frames that have implemented into place, and now we can select a glass object. And then again, we need to fix its pivot point. Okay? And now we can use their move to we need to make sure that we have a snapping toggled off, and then we can still move this into place, and then we can add the window texture later on. Also, if you're being distracted by the default colors off the object, you can click on this button here, and this allows you to go with a different color against you that it's something that you can select. Okay, so we have our window design completed, and now we can go and save the file, and then it will work on the rest of the design in the next video 5. Creating Roof: so continuing from her previous medium, we will begin working on the roof area and we have our wall and we know completed so we can add some final trees later on if we need to. So that zoom in a bit here and then we can arbiter of you just a bit here. Also, we will change this default being color because it's been distracting. So let's go and select the color thes objects here. And then we can use the modified panel click on this color, but it I'm going with this and dark gray color. You can select a different color if you want to. Okay, so now with our roof selected, we can isolate the selection so that we can easily work with it. And, you know, we need to add some detail so that we can start looking now again. You can add some variation into the design of the roof. Why? Just littering the design that we will be creating here. So using our edges mode. Or we can use the swift Luke tool in this case. So let's go and sort of move this on the side. Now, if you want to be precise than you can use the connect function. It allows you to have that find control. So we can select these talks of edges here and then using the connect function, we're gonna have this absolute we can select. Okay, Here. And then again, enabling, snapping. And instead of dragging this into place and then using offset mode here again, we're working with y axes. So let's sort of left click and hold here and then dragged this about. I think we can go with around 150 centimeters. Okay, so let's not have this back into place, and then we can type in 150 centimeters on the Y axes. Now we have to repeat the similar process. So let's so like these edges here and then you can connect them. Select. Okay? And then we're working with X axis, and that's gonna be around here. So let's go. Toe sort of snapped this into place here, and then we can modify your next value here, so that's gonna be around. Oops, that's press control Z here. And then we can type in a value. So again we'll go with something like maybe around negative 100 centimeters, we can add additional native 50 centimeters, actually less this time that value against any ham or precise value. Some with this snapped into place last type in negative, 150 centimeters. So we have both science equally. It's science sort of moved on the same even distance and now we can use our polygon mode here. It's an exit off these polygons here. I'm holding down the control key and selecting multiple polygons we can also disabled, are snapping and then we can extrude these faces down. So let's extrude thes of knowledge. If you accidentally the select one of the faces, you can again easily select these. Let's go with something like 10 centimeters and then we can select okay here and then we need to adjust level. These now will reduce the height size to something like zero and then weaken modifying this value here so we can go with something like maybe about five centimeters. So let's start off, zoom up a little bit here. So I want to create this sort of edge area along the top here so that we can have a bit of lighting Laurent so that we can have that under a roof light on this top area. Actually, let's just cancel out of this. And we can just add a simple extremely here again. I'm using 10 centimeters and then we can work on this area and will and our light sort of in this area instead, let's use our insert function here. We can increase the value toe about 85 centimeters and then we can select. Okay, here. Now, just extrude this face a bit negative. 10 centimeters. Select. Okay. And then weaken. Bevel this without the high 12 years. So that would be about negative. Five centimeters, actually. Let's go with five centimeters, two centimeters and select. Okay. And then we could extrude this one more time something like you. And what it does is that it creates it of this top area. If I sort of select this face and then zoom in on this face and that in orbit around this, and then if we pain around against you have this sort of area created. So with their first extruded, let me just sort of some out. So we had our first extrude sort of up here, and then we created that bevel and then we have another extra champion and then we can literally add our lighting material and this will sort of reflect on this top area and create a really beautiful looking sort of effect. So that's something that we wanted to include here. And I think we have sort of the basic design completed and then later on, if we need to have final two weeks, we can do that. And we will also add some lights along this sort of strip here, so that should make it a bit more beautiful. Okay, so now we can just exit off the mumbling mode here, and then we can end our isolation. And if we focus just a bit again, you can see that we have some of these weird shadows showing up here. Let's click on our high quality label here and then under lighting and shadow shadows, we can go ahead and a disabled shadows, so this will make it look a bit cleaner. And then we can paint our view just a bit you and so assumed this into place. So we have our sort of the rough or basic design off the roof. Completed s. It's slowly sort of putting together and you can see we have are sort of being small completed window. And then we've added the roof and we will also be adding some additional things s towards this bottom area. We'll be adding our baseball and then we'll work on some of the furniture and those kind of things. So for now, we'll just go out and see if this final here and then continue in the next video. 6. Baseboard and Downlight: and now it's time to model the down light and baseball for our interior design. So let's begin by minimizing a report. Now. This will be an done more easily in the front few bid and because selecting this sort off bottom edge off her walls will be a bit harder in the perspective report. So the selector balls here, and then we can isolate these Internet. It's easier to work with them. And then if we switch to our edges mode here, we can make a quick selection and I sort of violating the sort of bottom at you and you'll notice. Now just select some of these upper edges. So hold on, Elke, and then make another selection to de select some of these edges here. Now, if we go ahead and zoom in a little bit here, we consider we were just a bit better, and it's gonna press F three here on our keeper so that were in the water framework will also maximize their report and make sure that everything is selected correctly. So I think for the most part, we have everything as selected correctly. Now we meet. We might need to just sort of De Select some of these parts here because we don't want to create a baseboard within this area. So let's go downstairs to our top U boat. And then we zoom in here ambition, holding down Elke. We consider a decent, lengthy Cengiz here, and let's see if we need to fix some of these I just anywhere else. I think we might need to fix them onset of this nature as well. I think this as should be un selected. So let's go on holding Elke and then click on this edge to decent like this where we can just use our top. You put for some reason, we are not able to see that from the top U boat. Let's repeat and say everything else here. So everything else seems to be okay, Let's go instead of zoom in here on our edges. Okay, So events un selected, I think. Okay, so we have our base as selected down here. Now we just need to create a shape out of this so we can go and click on create shape from selection, and then we can name this such as and bass boat underscore shape. And we want to make sure that our shape type is said to a linear we can select. Okay, him and we can exit out off our subject editing mode and then using your friend Freeport, we consider Zoom in here said This will be so far wall here and then we have this sort of one unit we can create a bevel profile so we'll be using explains to create that that's gonna search to our create panel and then using our explains, we can activate the line to here, and we want to make sure that our drag type is said to corner. Now we can simply left click here and then as we're dragging this up, we can hold on shift key so that we're creating a straight line. And then we can left click here and then on the next point again, holding down Shift Key left Click released the shift key and enter dragged down old on shift key. Click again here and then finally click on this point and we'll get this guy. Look, that's his close plane. Yes, we want to close it, and now we just need to select your shape. So using Senate floor. We can select your baseball shape and then using modified panel here we can add bevel profile modifier, and then we can switch our bevel profile Type two classic and we can click on pick profile . And then you can click on this button here, and that will sort of create this baseball. Let's jump back in toward perspective. You put prosecutor zoom in on the base sort of shape. Here we can press F three toe, activate the modeling mode. Now you can see they're just been out off the wall. That's because it's ah, a little bit larger. So let's go to activate our scale to and then it's uniformly is killing. So if we change X axes at this experiment with this sort of value here, I think we can go with something like 99. Okay, so this should do the trick, and I'm going crazy again here so that we're able to zoom in now we can fix this area. It's against you that some of this area is also sort of brought out. But I like the design and we can also hide this behind the TV cabinet that we will be wanting So let's fix them off this area. So let's go an activator move toe and then we can press F three and then using our added Polly modifier, let's press E here and then add and ended Polly modifier. And then using our vortex election mode, we can select these were theses press F three to activate are shaded mood and then get through drag these on X axes a bit, and then we have toe repeat the process on the other side here. So I'm basically just sort of zooming in here. Select out of these edges here. Now, my selection murdered just wished for some reason. So let's go and left, click and hold here. And then we want to sweep this back to our rectangle and we can select these F three to switch back to shaded view. And then we get through dragged the sound just a bit, so something like here. So we have our base sort off boat created. We can go and change, are supplying name here so that it's more appropriate and we can easily find this later on . And as we change our line or make any kind of change to the explain. We will be able to added the shape off the baseball. So let's go and rename that to something like that will profile and underscore Bass boat something like here so that we're going to keep track of foreign objects. Okay, so we have the base sort of designed completed that is good and our isolation mode. And I think it looks good. Let's try a few other colors so we can click here and then maybe this sort of grayish color . Let's try another one. So maybe sort of this reddish color now, literally. We'll be adding a lot of the materials and that kind of stuff. For now, we just want to sort of treat this and have a quick look at some of the things we've built here. Okay, I think it looks just fine for now. If we need to add any final tweaks, we can do that. Let's create our sort of down lights along this sort of strip here. Now, for now, we'll just create a single light, and then, as we add materials, we will be able to create copies or clones of that set. Let's begin by jumping into our top U boat here and then we want to create down light, sort of in this area. So it was going to switch to our standard primitives, and then we want to create a box here. This is something like here, and then using the modified panel, we can change it aside to something like 25 centimeters x 25 thanks to centimeters. And now we can jump back into our perspective. You port. So it's created here. I think we need to change the height. Um itself has got into it that to something like maybe about five centimeters and then can convert this into an eligible police. Now you can go there Andhra shape if you want to, and then using are a polygon selection motor. We can select sort of this bottom part here. Zoom in on this object and then using the scale to weaken sort of scale this down. We can also use their move to sort of move this up a bit here, and I think the shape is sort of fine for now. Let's extrude this inwards a bit. We can change the value back in here about negative one centimeter. Select Okay, Okay. So for now, the shape is completed Unless a sort of place this and make it flush with the roof. So to do that, we can use our normal online tool. Okay, so let's go ahead and use their normal line tool to align this to our roof. Now we can go and click on and this area so left, click and hold, and then select our normal aligned toe. And then we can click on the backside of this and don't light and then weaken resume of here and or rich RV just a bitch. And then we can just simply click here, and it'll sort of flesh into this area. Now we confer the tweak, the settings, but for now, it just look fine. We can click, OK? And it will blush with this top surface. Okay, so we have our I don't like to set up here, and we also have our baseball completed. We can go in and save your file now and then we can work on the rest of the sign in the next video 7. Tv and Tv Cabinet: and now it's time to model the TV Cabinet and TV itself so that we can have a bit of sort of furniture starting up here in the rain to your design again, I'm starting from the previous file. So let's begin by creating our TV cabinet down here so we can go ahead and switch to the create panel and using our standard permits. We can you activate the box, too. There will also enable their out of grits. And I did snaps to this sort of Florida, and then we can left, click and hold here and then dragged out to create a rough shape. And then we can resize some of these values. So switch to the modified panel. So we have our length set to about 64. Let's go with about 60 centimeters, and then we can change a with to something like maybe 200 50 centimeters and then finally high. It will be about 50. Or we could just triggered us to be down to something like 40. I think we should go with 40. Okay, so this looks fine for now. Let's go in and change bit off our length here, so I think we're gonna go about 50 and then it's not flush with the ground. Solis, move this up a bit and then using a normal normal align to weaken a tab on bottom and then tap on this area So there is flushed down here and then we can adjust this Iran using are grown planes. Here. It's to something like here. All right, so now we can start to sort of add those shapes. Let's convert this into inevitable Polly and then using a Republican mode, let's like this top a sort of a friend face. And then we can use their inside command here, tweet the value. So let's go with about 15 centimeters or we can go with, like, 16 centimeters, Select. Okay. And then we can extrude this a bit. Let's extreme this inwards to about negative 10 centimeters. Select. Okay here and then using her eggs mode, we can select sort of these edges here, and then we can connect them. We two segments for now, they're I think two segments are just fine. And then later on, we can add additional segments. Now we can select. Okay. Here. Now your mother stayed these edges comes up a bit of sort of in this sort of curve shape you castrate stretching thes pretty easily. Um, I switching to the front report here, and then if you sort of zoom in on selected area, so here, if you switch to ah, work explode. You can select these to work disease here, and then you can sort of tweak them by moving just a bit here, something like here. But in this case, I just want to use curve. A curve rises, so leave them as they are. And then we can use our selection tool to selectees and then all 10 for these. So let's go and click on temperature. And then we can change the amount to something like 0.5 Select. Okay. Here and then using our polygon mode, we can select one off the face here. Hold on. Shift key. Select. The adjacent one said it will select. This is not a fluke here and then can hold on control. Click on this one. Hold on, shift key. Click on this one, and it will sort of select the loop again here. So, with both of these sort of polygon selected, we can go out and extrude these now we'll let click and hold here and we'll make sure that we're extruding these by local normal. And then we can change our extrusion amount here. So let's go with something like 0.3 centimeters 0.5 centimeters, actually negative 0.5 centimeters. And we can, like, tweet this even further. So point h, negative 0.0.8 centimeters and then we can select. Okay, so we have this sort of shape created him. Now, later on, we can decide if we wanted to itself add additional curved edges over here. Uh, let's see if we can do that using the swift Little. So let's go and click here. And then we can add another one here and then using are snapping techniques. So unless enabler snapping and we can use our as his mode, they would click on this edge to select this. And then we consider flush this into this edge here and then using her off State Valley. We're working with the X axes, so let's go with about 150 centimeters whips. We should go back now. We can go ahead and snap this back into the police and let's try that one more time. So about 50 centimeters, and then we can do the same thing here. So double click to select the edge loop, snap this into place here and then using the X axis to this time around, negative 50 centimeters. And this will happen to place last chance for these searching off snapping and then holding the control key. Double click on this edge champ for and it should remember, are setting so select okay. And using polygon mode, we can get in, select this polygon here, hold on, shift kiss like this one and then you consider paying our view. So, like this one, hold on, shifty again. This one here and then we can use our extrude It's elect. Okay, so we have this sort of shape created. I think it looks fine for now, and we can tweak the colors of it. So if we want to. So let's go with moral firm to the pinkish color, I guess. And then if we leave this here for a minute so that we have our Ambien inclusion showing up Okay, so it's looking fine for now. We can tweak this a bit further later on. Let's create our TV. So again, well, three to the create panel. Use the box to without a grade enable at a spirit a shape down here and in sort of a thickness of it. And then we consider treat the final values. Okay, so let's switch to the modify panel. And then, as for the length, will go with something like 50 centimeters, actually, 150 centimeters. And then for the with we will go with something like 200 centimeters, 300 centimeters. Okay, so it's time to tweet this of its 250 centimeters. And then for the length, let's go with about under centimeters and then we can sort of drank this up a bit. 150 centimeters. And finally, for the height, we can go with about two centimeters. Okay, this looks fine. We can convert this into an eligible Polly and then using our swiftly to we can add an edge . Look down here and then using a polygon selection mode, select this brand polygon use inserts, and we can answer this about 0.3 centimeters 0.5 centimeters and then select. Okay, Here, extrude and let's go with negative 0.5 centimeters. Select. Okay. And we have this line completed and then can tweak the movement of its um was going in so like both our TV and TV cabinet and moved them into sort of central place. And then you can also use our top and friend of U boat to sort of aligned this to the wall here on the back. Also, we can add a three D logo, So if we use their friend feed boat, we can go, then switch to the create panel and then using text. Plus, we can sort of drag out a box here and we can add in our logo, for example, I said I'd veto and we can extrude are it's really text. By who? Centimeters. And then if we zoom in here, Lester, assume out of it here. And we want to extrude this even further. A little bit cell that's good. And move this now. The reason it's not showing up is that our text size is pretty high and we don't have enough area toe cover that in this area is gonna change their size to something like five centimeters and then you can play around with the extrusion value here, and then we can flush it using normal the line or weaken manually. Do that again. We can use our friendly approach to add in this logo. You can see that it's sort of place into what we can use an image texture later on, and we can place image in this area instead of fine local. For now, I'll just leave my veto as it is, and then later on we can tweet this even further. So we have basic TV Cabinet and TV completed. We can go in and see it for file, and then we can continue in the next video. 8. Modeling Couch: Now let's build some furniture because everything is filling their empty here. So let's go and zoom in a little bit here, and we want to create a couch or self similar to the size of this TV cabinet. So let's dump into our top you put here. Now there are a lot of different methods to actually create a couch or sofa, but will be using a few off. The map is. So let's go and select create panel here and then we can start with a very basic box. So this will be about and this says so about 300 centimeters. So we want to create half of the side, and then we can a mirror that over on the other side. Let's create this down here and then using your modified panel, we can refine some of the parameters here. So the lengths gonna be about we can go with something like, maybe 100 centimeters. And then, as for the with, we can go believe 150. So that gonna double because we will be using symmetry modifier. So that's gonna be around 300 centimeters. And then for the height, we can go with about 30 centimeters now how it's gonna increase because we will be adding cushions and those kind of things now for the steps. And those kind of things will just leave them at different for now. And we can switch back to our view, put here a perspective U boat and then we can select an object. Now you can see that we're using some off the modifiers quite often. So instead of going into this list, we can add them into a control panel here or command panel. So let's click on Conficker, modified its tanks and then we can click on Conficker Modifier stack, And then we have went your burdens. Here. Let's go ahead and click on our buttons here, and then we can present delete he. Actually, we have a sort of dragged them in here united. They're empty and we can also remove sort of this one. So some of the modifies that we'll be using less like one of this and Christie so we can go ahead and add are terrible smooth to this. But in here we can also add her at it, Polly. But into this 1st 1 here so ended polluter, But we also use f f E D selects in. It's already there. We can delete this one. For now. I think these three are just fine. We can also see if this as a new presets. So, for example, we can go thy vetoes preset, and then we can select safe Select. Okay, and then we can again click here and show buttons said. This will add these buttons at the top here. So if we click on Edit Polly, you can see that you'll add that modifier into the list. Here said We need to add our edit Polly. We also need to add our turbo smooth but will jump back for edit Polly modifier cue so that we can work with that will disable their show end result and we can begin working Kim. So let's start by sort of adding some additional edge loops. So, using our swift look, too, we can add about two additional loops, sort of in this direction and then two more down this way and then maybe about one eyes loop down here and and another to about here. So we want to strengthen these corners here. Let's add two more as loose around cure. So I think we have most of the area covered, less isolator a selection. Sell eggs right off or text mode, right Click to the activators for flute and then we can isolate our selection. Now we need to add one more as looping the center here. And then we considered delete that punch. Actually, we might need to jump back to our initial boxer. We can select. Yes, we do want to continue, and we might need to increase the science here to 300 centimeters and then we can delete half off the object. So let's go ahead and add an edge loop tool, Jim, back to read it, Polly Modifier. Using air edges mode, we can select these edges use connect to add, and I sleep in the central here and then we just need to use faces. Mood. So, like, these faces here and then delete them. Now we have only half off the side left here. We can also get rid of this sort of bottom part because this is going to be invisible. And then we can also get rid of sort of this part here because this is not going to be visible Something like here. And now if we go up to the terrible smooth, we have something like here and then we can add symmetry, Modify can add that into a list later on. We're now just press s here a couple of times and it should take us to symmetry modify list and we have our symmetry here. Now we'll switch our axes to flip here and we have rest of the designs of added in here. Okay, so it looks good for now. I think this design looks just fine. So let's begin working on so that other areas, So we'll start of adding those science areas. Let's go out and create a temper box this time around. So under extended primitives, we can create a chance for box. Let's add it. Some for perimeter zero. So we have lent off about 100 centimeters and then for the with we will go with the vouch, maybe 30 centimeters, 20 it and centimeters about 15 centimeters. So for the high to weaken, go with them are 30 centimeters and no, actually, we have to go about 70 centimeters. Village value about three. What we can go in like two. I think two looks fine or weaken tweak between the two. So let's look, I, in our perspective, people. Also, if we press F four on our keyboard, we will be able to switch between our A two faces most so we can press Dad to see her model bit more clearly. Okay, so let's tweet her Philip value here to about something like to. And now it looks fine so we can find this area bits, so I sort of moving it closer here. And then. As for the final adjustment, we will, and there's a bit later. Now we'll need to repeat this process to create sort of this side and the back side of the couch. But before we do that, we need to add questions, because if we need to make any changes to the side area, we can and do that before creating copies. So for the Christian, there are multiple methods again here. So let's go out. And so like something like maybe a standard bunks and we can start creating actually less press delete here and will make sure that we have got a great enabled because we want to sort of aligned this up here, and then we just need to treat few parameters. So for the length, that's gonna be 100 centimeters to match her couch base and then to set up our with we will go with something like 150 centimeters because we want to create two cushions. And then for the height, we can go with about 20 centimeters and then we need to add some additional details so less enabler as faces. And we can add about 10 segments for the length. 10 for the with and high segments weaken. Keep the mad about maybe toward three. Let's go with two segments. Actually, three Okay, Seems fine Elicited few modifiers such as a reddit poli turbos mood. So this is sort of the design next week and click here. And if we Brits f g, we have ah free from the Formacion Marks type and then we can change some off the parameters here. So click here and then we can change our point to something like three for the length end with select. Okay, Now we can extend this and using center sort of control point, we can select this instead of dragged This have to create this angle in here. So this will add in that curve and then can also select some of these other center points. Let's arbiter, if you just a bit so that we can select these more easily. And then we can again with these up a bit here or not, I think these look fine. Said this one is sort of the design where you have this sort of round or curved shape on the top and then flat on the bottom. So I think this looks fine for now. Solis Black out here and then we could just create a copy of this. So and it poorly. And then we can hold down, shift key and sort of drag this over. And we want to create an instance because if we make any change, we eso that changes automatically applied over here Mr An offer it faces. For the most part, it looks OK now. We can also create a copy instead of an instance and then add a little bit of variations. So I think that would work a bit better. So let's go and select. Actually, one off we converse controls the here a couple of times and then using her ex faces enabled we can go and switch back to our editor, Polly Modifier. Well done. Shift instead of drag this and we want to create a copy instant instead. So we have two copies here. Now we can use our FFT box to control points. And then, instead of and bit of variation here, we can drag one of the point down a bit. Okay, so I think that looks fine. Now you can spend some extra time refining some off the detail. No, I'll I'll do that off recording so that I don't waste your time here watching me do some off the final touches. Said we need to move some of the objects so you can use added Polly, modify your here to sort of add some final touches like moving and refining sort of the placement off these objects. And then again, we can use at it Polly here to sort of for a find this a bit, and I think it looks fine for now. Let's create a copy off our science to handle hero area and drag this on this site. Now we can create an instance. Also, you can delete off it's faces that are not visible in your V because you wanna be ranging those faces so you can go and remove those, for example, this one maybe so those kind of things. And finally, we can just create one more copy of this one. So let's hold on shift key and drag this on the Y axis here. Select. Okay. And then using a rotate to you can see that we're refuting this around the Z axis said that's gonna be this one. And then we can rotate this about 90 centimeters or actually at 90 degrees, and then we can use our move tool sort of place this here and then we can add it is probably modifier, and we can sort of scale this up as well. So maybe about something like here, let's switch to our toffee. But, uh, so that we can align this a bit better, Something like care and then using scale tool, we can scale this even further. Ah, a little bit more. Okay. And we can also use our work explode to select some of these words. He sees it will make it a bit easier to align. This also have pressed orbiting around here. So Okay, using the move toe, we conserve, drag this into place and sort of mass, this area and groups. And then we can select sort of this other end here and sort of aligned this into please. And now we can exit out of subject mode, jump back into her side view, okay? Everything seems to look okay, so we can increase the height a bit. So if we switch back to a chance for box select? Yes. Here we have our height here, so that's gonna be around 80 centimeters. And because we were using instance against you, have it sort of updates automatically. Now, we might need to add a bit final adjustments on this edge here. Now, some of the pillows are designed in multiple ways. You can begin with the temper box a standard box, but in this case will use cloth modifier way to sort of creates this top area unless them back into a top U boat and then using our standard box again with similar settings here, we can go ahead and to enough auto, agreed and then sort of create about this size here, so we need to create three boxes here, so that's gonna be about 100 centimeters each. So let's was back to her modify panel here, So this is gonna be about 50 centimeters. And then for the way that's gonna be 100 centimeters high. Just gonna be 30 centimeters for now. And then we can check that here. So we have a right to the box created. Let's move this up here. And we might need to adjust our hide bit. So let's go with about 20 and then we can add a terrible, smooth modifier, and then we can add a cloth modifier, so that's gonna be cloth. And then you can select an optic properties. We want to select the object here and then using her Praecis. Actually, we have to make sure that it's cloth and then using caught in here, we consider pressure to about something with maybe five or so and select. Okay, and then we have to make sure that we have gravity turned off, and then we can still like simulate local so you can see that it creates it off this pillow here. Now we can add some additional as loose tools that are preserved. This a bit of area. So let's get in. A researcher ashamed back to initial state, and then we condemn back toe starting box here and select some of these edges here. So let's add and edit Polly modifier. Just below are turbo smooth. And then using the edges mode, we can double click on this ends here and sort of from this up a bit. We can add another one around here. So, like this one and sort of move this down a bit. Let's try that one more time. We can also preserve some of this area. So let's go back to our added Polly Select Yes, and then using her swift look to we need to just add these two sort of these edges here. So one about here. Another one here, Another one about sheer. So what about here? We're gonna add one more down here. Okay? Seems okay. Let's go back to clock modifier, other, and we need to reset some of the parameters here. So, Corrine, and about five for the pressure. Select. Okay. And then we can simulate on a local and then using a scale tool. We can scale this down a bit, a 412 and then using removed to where you just need to align. This also Weaken wrote it. This a bit here again. If you add a bit of edges on sort of the central area, you might alter the shape of it. So that's gonna be something different that you can add in here. So we have sort of curve matching toe certification here. Let's go ahead and sort of place this correctly. We can also wrote it again. I'll be adding some of final tweaks. Where Off recording. So now we can just create female copies. So these can be instances or we can create, um, some copies and then sort of alter the design of it. So select Okay here and then we can also select multiple off easier and instead of a line damage. So it's all about tweaking answer, replacement off a cushion, something like, You know, we have that off Koch completed here we can have some final legs and those kind of things dunker. So that's gonna be a simple box that we can create down here and for the most part, is completed. We can also create a single seater. So the entire process can be similar that we just don't use symmetry modified to sort of extend this instead. We just sort of can't that over here, where we can just sort of select this part here and then delete this sort of part here. And then we can move this one over here, and we will have a single seater completed. We can remove some of those pillows up here, so something like that. And as for the leg, we can go with a simple box. So let's go with something. Like maybe about this size here. And then we don't need, uh, this much detail here, so let's go in. So it is to something, like maybe around three edges, or actually, just go with one for now. And then we can convert this into ineligible police. So and it Polly modifier. And then we can add some as loose to sort of preserve the shape of thes edges here. So something like here. Okay, so we have that sort of shape here. We can add maybe about one here, so few as loops here. And then we can also add a troublesome with modifier. And we can use our edit problem modifier to sort off fine bit of the shape here. So, using edges mode here, we can select some of these edges here and then using the scale toe, we consider scale down the shape. So it really depends on set of the design. If you're like here for the for couch, so you can go and refine things a bit. Using the top you put onto these four areas off the couch and you can also do that. Okay, so we will be sort off attaching this to thes farm or areas. So let's zoom in a bit. We can also user perspective you put here to resize this a bit. So let's switch out off our subject mode and then using this killing mode with little skill this down a bit. I think it seems fine. Now we consider skill this down even further, and then using our top you put, we can use their move tool and we should move this into place over here. And then if we proceed to zoom in on this, we consider move this down a bit. Here It's about something like your okay and weaken sort of skill, this town even further. Or you could just leave this without sort of this leg area. You can also create a simple box down here. So I've got an add some final tweaks and you can do that as well. And then we can just end our isolation mode and place this sofa in its proper place. - Okay , so you can you can see that I've made few changes into the design, so I recently fear of these pillows using the scale tool. And I also copied some of these lengths over here on the other side's. Also, I was sort of creating a different design, and so I sort of deleted the Lord Howe part, and then I used cap over on this area and we can also use just our editor, Paul Leandro. Bacuna also remove this sort of turbo. So if we go and click on this button here, it will remove the turbo. And I was using instances to consider it updates across my sort of counts here, and I also made as some of the changes instead of placement of thes handles. Now I haven't deleted any. Probably guns. But if you want, you can go ahead and release off the polygons That will be not visible in the final render . Also, you can add a sort of finished loop around here and then sort of move that on the side here to give it a bit of a curve on the site. Okay, so we have this sort of design completed here. Now we can go and select everything here, change the color so that it looks more natural because we have some random colors assigned here, actually using the subject. Mozart was going to select everything and then we can assign a different color here. So it looks a bit better here. And we can also sort of place this. Also, we can attach to these different components together so that it's sort of one object. So to do that, we can right click here and we can use attach function to attach a different components. Together we can also under isolation or we can create in hierarchy. In our view, eso let's go actually ever select everything and convert that into inevitable police s Tonight it's ah or easy to work with these objects, so it's gonna select everything like this. Oh, and then we can right click. And with this into inevitable poli. Okay, so you can see that everything is now inevitable. Police. We can right click here. We have an attached function. So we want to attach to these so everything can be a tight together and finally attacks that Toby's. And you can see now that it's a single object. Also, as for the lengths, weaken good and select them. Actually, we need to make sure that we're using attach mode. So it's like one of the object, and then we can use attach your to this one and then this one to that one here and finally , kid. So everything seems to be okay. No and weaken good. And move that over so we can expend Undersea Explorer. We have a few boxes here, so we need to rename these objects. So this is going to bear down light. We have our TV cabinet, we have the TV itself, and then we have a couch less central pivot point and we can also go ahead and move this on the other side. So let's use our top U boat sort of this year and then using a rotate till I got a tool again, we have our zodiacs easier. So let's go with 180 degrees here so that flip over and then using removed to we can sort of a justice into place. Okay? And no, if we zoom in here, we just knew to add few single seaters s so we can repeat the same thing or we can just sort of create a copy of this. Okay, so you can see that our couches set up here now to create the single seater. We can just use this one. So let's use their move to to create a copy of this, and we want to make sure that it's a copy. So, like, OK, here. And do we can isolate this. And then if we enter into element motor, it allows us to select individual elements that's gonna select free of the pillows here, Actually, all of them. And then we can also select one of the cushion. And then, as for this backside weaken user scale tools, so sort of scale this down here using gonna move to weaken sort of drag in the cushion here and then we can also sort of resource the base down here and then finally, we can sort of move these arms here. Actually, I forgot about the legs. So let's make sure that everything is selected down here and then sort of drag same thing here for the other side. So let's drag this using X ax easier. And then we can treat some of this area bit. So let's drag this over a bit here. And then we can also resize this sort of back part of it so that it matches on both ends again. We can use our some object mode, and we can also use different peoples. So that is it easier to work with this? And I think for the most part we can see that it's completed. We can go ahead and resize this bit up here and then using the move to will begin to move this up a notch here. All right, so a little bit more up here, something like you, and you can see that it looks fine. We can also select everything here, and then you consider skill it down a bit and again we need to do, Ah, few off their findings here. So it's again about the design. Serve What kind of design we weren't to achieve here on a surface like this area. Using the move to we can align this perfectly here. We can also use snapping if we want to. But this is something that we can have bit off a sort of rough design instead of exactly matching each off element here. And we just need to sort of rearing is the Serie A bit and then condemn bank into a fund for your boot. For now, I think this design looks fine. And then we can end our isolation here and you can see that it looks fine. So let's zoom in here and then using our move to weaken sort of place. This careful now using the rotate to weaken, wrote it this a bit here and place this over here. So So it's going to stay here for some time, and then we can later on a just everything once we have others sort of furniture, incursions and those kind of things already. Okay, so we can save our file 9. Coffee Table and Carpet: so continuing with their furniture design, we can now begin working on the coffee table and carpet. Now, as we're working on different furniture, I would recommend altering design of insolent. Your interior design looks a bit different, and this can also help you with a sort off practice challenge so you can design your furniture bit different at the end. A. Your room might look a bit different, and you'll also get to practice some new tools and some new designs, or you could just follow along with their course. So let's go ahead and switch to our top U boat s. So the first thing is to move our single share on this side here, Scott and stuff like that, and then using or move to we could move that over here and then using our rotate to weaken wrote it this against you. Currently, we're sort of rotating this air freeform, and but if we want to snap this and we can use our angle snap and we can also right, click here and then we have our angle, so it will now snap at about five degrees. We can increase that to 10 degrees a foot 12 when we left click and hold here and then wrote it. You'll notice up here that it snaps by five angle degree, so it makes it a lot easier to rotate your objects. It's got into enough, are snapping and then, using the move to we can move this into place. Let's rotate this a bit. Books control Z here, and then we can rotate this a bit and we could move this into place. Okay, so as for the comfortable, you can get an activator create panel and then using the box tool, we can create a box out you. Let's at least some of our values now that can be done a bit better here. In our perspective, you put. So as for the length, let's go with about 250. Or we can go with 100 and 20 for the wit. Let's go with 250. Let's go with 300. And for the height, about 40 centimeters. Let's move this into place. Okay? We need to play around with this value of it here. 250 for the with. Okay. Seems fine. Now we can move this up a bit here. And then we can add added Polly, modify you. Or you could just convert this into inevitable poorly. And then, using our polygon selection mode, we can select this bottom face here. And then we can insert this by such an amount here. So let's go with about five centimeters. Select. Okay here. And then we can extrude this face down here again about five centimeters. So, like, OK here. Now, using the edges mode, we need to select some of these edges on the side here, this one and then we can also see, like this one done here. Now, if you have selected and a slew of accidentally can hold on Elke and then click on it to diesel like that, Okay, So with the selected, we can just click on Connect, and then we can still like this one at the top here, and then we need to sit like thes, and then we can select these here. Okay, so it is a selected let's go and click on Connect. And then we can just so like these one more time here. So if we click here alone, shift click on this one It's like everything here. And then you can select this one. Hold on, shift key. Click on this one, and it selects these as issues. And then your contempt for these about one centimeters. Select. Okay here and then using our face mode here or the polygon mode. So, like, one of the face. Hold on shift key, click on adjacent one, and then repeat the process for the other side. So that's how I didn't click here. Hold on. Shift key. So, like these and then we just need to extrude these a bit here. We want to make sure that we're extruding by local normals. And we couldn't do this about negative three centimeters getting two centimeters and then you can select. Okay, Okay. So now the design is complete Less good. An exit out of our polygon mode that we can use our normal line tool toe flexed is down to the ground. Or you can just manually do that. So let's go to new their normal line tool Tap on this downside here and then tap down here . Okay? Okay. Now let's begin working on the carpet. So select a box to hear create a box down here something like here. And then we can treat the values. So let's go with the about length off 200 centimeters, 250 centimeters. And then for the with we can go with about 400 420 centimeters. And then for the height, once into nature, we also need to increase the length segments to a mountain with segments 10. And then for the height segments, we can go with one or maybe two. Let's go with two. And then using our perspective, you port, we can move this into place. Okay, so we need to treat her values a bit. Here s for the land. Let's go with about 200. And then for the with we can go with about 450 centimeters. Okay? And now we can just add a terrible, smooth modifier. We can a tweak the design if we want to later on. For now, I think the signs looks fine. So we have our table and carpet ready. We cannot begin on other furniture so we can save our final here. And then we can continue in the next medium 10. Ac and Lamps: and now we can begin working on the A. C or air conditioners. So let's go ahead and see the wall here. So I'll be adding air conditioner over here on this wall that you can do it on the other side if you want to. So let's go and activate our standard primitives here under create panel and then we can use a box here. Also, make sure to enable or agreed, and then we can create a box about this size last week. Few parameters here, So the line's gonna be about 60 centimeters and we can also go with the with said That's gonna be about 150 centimeters whips and then finally, height. We can go with about 2 30 40 centimeters, I think. And for the segments, often I just go with a single segment for with height and also length. All right now we can just isolator selection and in editor Paul the modifier, using her as his mother weaken. Good answer like this Nice down here and then using champ, for we can go to increase the amount here. Also the segments. So let's get to the boat five segments or we can increase this even for this? Maybe about six. Select. Okay, Now, if you want to design the A C or your conditioner, which has sort of an immutable Ah, this flap here. So that's opens and close than the process might be a bit different in this case. We just want to sort of create this for a static. So that's something that doesn't matter here. So let's go ahead and use our faces mode here. So, like this polygon here and then we can use in search to insert this about one centimeter and then using extraordinary, we can extruded this inwards about negative one centimeter select. Okay, And then we can change the color of this flap and it will look pretty cool. Let's see the design here also, it depends on kind of the design of the air conditioner that you're going to create. So for now, I think this looks fine. So when we add on materials, this will change. Ah, lot set of the look will be like really different when it's in the final render. So it's got an exit out. Oh, far isolation mood here we can also treat Besides, if we need to, But for now, I think it looks fine. And let's go and create few lamps here again. These are some of the things that you can go with a different design self. Now, we'll just go ahead and create a boxer about this size here is going to feel the parameters here. So that's gonna so the let's gonna be about 15 centimeters with again 15 centimeters height , about under centimeter, or we can go in like maybe 90 centimeters. Okay, now, we can also keep this design as sort of this box It is. And if you want, you can also do a bit different here. So if you throw in, added Polly modifier here and then you can use the polygon mood here to insert this about six centimeters. So, like OK, and then you can add and extrude down here. So the extrude is gonna be about five centimeters, 10 centimeters. We can go ahead and treat the values, and that's gonna be about 50 centimeters. And then you can add another extrude. Make sure to select the face, and then a single or extraordinaire select okay, and then we can select one off the face here. Hold on. Shift key. Select a sort of this loop around, Uh uh, this bottom part here. And then we can extrude this one more time this summer, and we want to extrude by local normal. Or you can also use, uh, um, like polygon group. So it depends on the design again. It depends on the design. So let's go and extrude this select. Okay? So you can see we have this kind off I'm created. You can change the size of it if you want to. By selecting sort of. These were to seize up here on that. It can drag these down to change the science if you want to. Okay, so I think the design is fine. For the most part, we can just tweak this bottom part of it. So let's drag this upper vision something like here. And then we can just use our top U boat and move this over here. And if we want, we can also create a copy of this on the other side. And we want to make sure that it's an instance so that if we make any changes, it gets applying over there. Also, I went ahead and renamed filth objects in the previous medium So you can go and also defensive. For example, Couch long showed down light as you know, our underscore one. So you can go and rename your object so that it can keep track of them. Also, when you need to find out of distress, Stay organized. Now, I created these objects here, so I'm gonna go and rename and these and save the file and then we can continue in the next video. 11. Curtains: and now we can work on the curtains. So let's go into it to our top you post. And then we can design our kitchens in this sort of ancient. Now we want to make sure that arc urchins are within this one unit because going any further from this will creator of were designed because there's gonna be a very sort of long curtain that switch to our create panel and then using Gers plans, we can activate the line tool and make sure that our Connor type is Cento. Ah, drag typeset a corner. Now, one thing to keep in mind here is that it will need a bit of practice to create this sort of sort of curtain because you'll be clicking a lot of the time to create this kind of curtain design. So if you don't get this right in the first trying, don't worry. Just keep doing this for a couple of times and you'll eventually get this done. So I will be creating about something like maybe from here to here. So to do this that we simply need to adjust left, click and to keep left clicking quickly to create something like this. Now, this is just to show you you need to quickly do a lot of the clicks and to create something around that's gonna impress Control Z here and we can turn off auto agreed, and we can start creating this. So let's begin creating weaken good and left. Click here and then we just need to do a couple of clicks, something like here. We can try another one down here, so then it's a bit more random. Instead of creating copy of this one, we can create one more shape instead of creating copy of this because it will give us more sort of a round of shape. You can also click slowly up and down here, so you just need to add a bit of curve. And you can also create few flat ones because that will add a bit more variation into the design so you can see it with that up. When I went bed quickly and then with this one, I went bit slower. So we have these two created here now, using our perspective report, we can zoom in on these spines here. We can get in select of this plane and then using our money 500 we can add an extraordinary fire, something like here. And then for the amount we can go with 350 centimeters and you can see that we have the curtain created. Now it's bitch a block here. So let's go and add a terrible sin with modifier. And now it's, Ah, most smoother. And now, using our top U boat using the move to weaken, get and move these into place. What's I accidentally moved down light. So let's get in. Select is one more time here. We can go and move these on the side here and then we can enable our angle snap using the rotate toe been got and keep rotating this So about 90 degrees here and then we can talk them off, are snapping and we can move these into place. Let's like this other one here and we just need to move this down here and now to our perspective, U boat begin Good and see the design here. You can see that for now. It looks fine. You can also get and trying this couple of more times if you don't like the initial designs you can see that I have this sort of curtain creator here on these air, bit different in terms of the size and design. But I think I like the design. If for some reason we didn't like this in the final render, it's pretty simple to create. So we'll go ahead and try femoral designs. Okay, so our curtains and already we can go ahead and save or file and then continue in the next video. 12. Props: And now finally, we can go ahead and add few problems. Tour into your design. Eso Let's get and zoom in here on this area. We can select one of the object here and then proceed to zoom in so that we can easily orbit around this area. Now, using their standard primitives, we can activate the box to with our auto great enabled, we can go out and create a boxed appear, and it's got into a few of the parameters here. So for the length, let's go with about 20 centimeters or we can go like maybe 10 centimeters for the with, and that's gonna be about 150 centimeters. For the height, we can go with about 15 centimeters or maybe 20 centimeters. We can treat the length a bit further. So maybe about you're centimeters and we just need to create a copy of this. And also we can just move this slightly here now, uh, holding them shift. We can drag this up here and then we want to make sure that it's a copy and we can change our whipped through something like 70 centimeters. And then here on the X axis, weaken good and drag this official. And next, we're gonna go in using the create panel. Create a tiny box here again. We need to treat some of the parameters here. So about 20 centimeters. 20. And then for the height, we can go with about 10 centimeters. Next we add added Polly modifier using the polygon selection mode. Let's go and select this polygon here. And then we can insert this about centimeter and select. Okay? Here. And then we can extrude this negative. Maybe three centimeters or so. Negative. Four centimeters. Select. Okay, Q. Okay, let's create a photo frame. So let's go and add a box here. All right, So let's add at Italy modifier and then using the polygon mode, we can answer insert this a violent centimeter negative point to So we want to add about 0.2 centimeter extrusion here, insert, actually, and then we need to extrude or bevel this. So let's go to unravel this instead of extrusion, and then we can play around with the values and that's gonna be about negative 0.2 years. So we can also change the value here for the outline. So that's gonna be about last week. The value here minus are actually negative. 0.3 select. Okay here and then using the move to we can move this little bit here on the Y axis. So we have the frame completed. Let's go and use the move to and then our rotate toe diluted. This bit answered off, and it's roughly this whole Over here on the wall. Let's create few books. So again we can use our box to without agreed enabled. We can get in, create Boxer, and we need to treat some of the parameters of 15 centimeters, 10 centimeters. So the line's gonna be about 15 centimeters. It's gonna be boned 23 four centimeters. And then for the height, we can go with about 25 centimeters. Or let's go with about 22. Okay, now we can move this out here on why access so that we can work with it more easily. That's added Polly modifier using polygons mode. Length ease. Polygon to you can delete the bottom. Holly Gagne. If you want to, it's not going to be visible. Uh, now let's go and insert this savage here. It's about 0.2. Select Okay. And then we can add an extrusion here. So let's play with the value of out negative 0.3 or so and we want to make sure that we're extruding by local Norman Normal Select. Okay, here. And we can exit out of the mode here and this place this put here and then we can hold on shift key, create a copy of this. We want to change this to instance, and we want number of comments about four copies, and then we can just select these here. And if we activate our rotate to weaken gun and click on this button here and we want to root it by each object scored in the system Institute for a selection and then we can rotate thes something like maybe here and then using the move to swing of them slightly up here and then you can start selecting each book and start sniffling. And these on top of one another, something like here. Now we can go and select these books here and then dragged them down to create copy, select. Okay here. And then we can switch our rotation system back to selection center and then using a rotate to again we need my We might need to add it that one more time here and something like you , and then we can edges in the place and a bit here. So I was trying moving these over here and then this one and finally this one. We can also treat the size by selecting some of these books here and then using our scale tool to scale these down a bit. Let's also create few more props. So switching to create panel, create a simple box here and then using the modified panel, we can go out and treat the value here. So let's gonna be about six centimeters with gonna be six centimeters. It's gonna be six centimeters and then we can add a bit of British in here too. The box. And then we can create a few more copies here. So something like your number of copies said to to and then you can drag this up here on the Z axes. We can also add a bit of a petition to sort of this side here. Okay, let's create a base for plant. Let's go ahead and click on cylinder here last week for values years the radius is going to be about five centimeters on. And then for the height, we can go with about eight or 10 centimeters Hi segments, a single size of about 20 to cap segments, okay. And then can add edit Polly modifier and then using the polygon selection mode, we can go ahead and select half off our cylinder, and we just want to make sure that everything is selected. You can see that this face isn't selected, so let's try one more time. We can also use the wire frame mode to check our selection, and then we can just Andy ties thes. And, you know, if we use the move tool, we have these two parts here and then using the border selection world, we can go and select this bottle here, and then we can tap on Capitol in here, and then we need to repeat same thing here for other half so butter selections, select the border here, and then add in a cap here and then we just need to rotate thes of it here, something like maybe here and a bit of British in here. We can move these on the X axes here, and this is just a creator of a few Ah, props here for the decoration. Let's move this on this site here. And finally, we just need to add a plant. So again, using their create panel, we can create a cylinder and then using the modified panel Let's change our radios to something like maybe five centimeters high is gonna be about three centimeters. High tech means about single to a cap sec, mean sending for the size. Let's go with four sites and then using edit Polly modifier we can select are vortices at the top here and then using our scale tool, we convert and scale these up, using the move to Let's move these up a bit here and then we connected out of for subject mode and skill overall object down a bit, and then finally, we can use our polygon voters so, like one of the polygon hold on shift key. Click here and then we can select few of these using the control key. Now we can go out and delete these and then again using the body or border selection would we can add in a capture and then using polygon mode. We can go and select this and add an insurgent about one centimeters. Now, From here, we can either do a bevel or extrusion. So let's go with about negative one centimeter. Select. Okay. Here. Okay. It seems okay. Now we can switch back to our create panel and then using our 80 c extended objects, we can create foliage. And let's go with garlic plant you left click to create the plant and then using our skill to weaken guns, kill this down, and then using our top u boat, we can go ahead and place the object so you can see that kind of central point. This drank this over here and then using her report, we can see how it looks. Also, if you're object, sort of changes its shape. And that's gonna be because under our modify panel, make sure that report ah, candidly, motor is sent to never were selected. If you switch here, you can see the actual changes shape to make sure that it's said to never And for the most part, I think props are completed. We can go out and change the size of this box of it here. So Let's go and zoom in here and using her y axes against Kill this down a bit. Some of these objects are floating up here, so let's go out and drag these down. So the few financial cheese includes tweaking some off the placement off the objects. And also you'll notice Natural Scene Explorer has a lot of objects with boxes. You're 17 so it's hard to keep track of which objects we have here, so I'll go out and spend some time renaming these objects. Renaming your objects is pretty simple. You just need to select an object here in the people, and it will get highlighted here and the scene Explorer. Now you can right click and select rename. Or you can use this box at the top here off your command panel or modify panel to rename your objects. So go ahead and spend some time adjusting bit of the movement here off your props and also renaming them so I'll go in and save the file, and then we can continue in the next medium 13. Objects Placement: we're almost done with the modeling part. So let's go down. As some final adjustments to the place made off our objects here in our scene, we can use our top U boat to do that. Let's begin by moving our culture a little bit here to the left side so we can go ahead and select the couch. And then using the move toe, we convert and move this a little bit. Here also here on the Y axes. You can also use the ground plane if you want to. So something like, uh here and then you can get in select on this single to you here, this about here, and then we can select the table and the carpet, so that's going to something like here. And then you can move this slightly. Here, let's go in first Control Z here, a selection carpet, and I think moving this would be bitch better here. In our perspective, you put something like you're and you can also get in experiment a little bit with the policeman off the optics so that you can alter the design off thing to design of it. So something like maybe here. Okay, So for the most part, I think it's, uh, find now we're gonna get in a justice. Some of the place mutated on Father, he cabinet. So let's move it a bit closer here to the wall. And then here, in our perspective, report we can go ahead and adjust this a little bit. We can also just started a logo. So that's gonna be a little bit here to the left and then a little bit down here. Okay, Seems fine on. And let's see some of the other objects here. Okay? Everything else seems to be okay, so let's good and a zoom in here. There's a bitch. Now we can group some of the objects that are connected together. So, for example, if you notice now, we select our TV and trying to move it. The logos days here in our scene that's going on. Press control Z, we go to select both objects, and then if we click on the group menu here, we can sell a group and then begin type in the name here's telescope with a TV, and then we can add in underscore cabinet. Actually, it's a TV itself. Oh, let's re time that in here. Select. Okay. And now what you'll notice here in the scene explainer is that we have a new group and then within this, we have our TV and a slogan. Now, if we click here on the TV and both are objects will get selected, and if we click on the logo, both objects will get selected, and this makes it easy to move our objects around. Also, when you need to edit the objects so you can go and click on the group menu here you can one group your objects or you can just simply open your group, and then you can select your individual objects and work on them, and then you can click back here and select clothes. So that's something that you can do. Okay, so our TV cabinet is now flushed with the ground and we can make a little bit of adjustments if we want you. So I'll move this slightly here to the right, and then we have our table here. Oh, good and selectees and move this over here and then moved slightly. Here. We can also move our couch a little bit here. Also, the single seater. So I'm using the grand plane here. In the perspective, you put maybe a bit too. Uh, the side here. Okay, so I think that this placement is now fine. We can go in and save the scene. So with their objects placed, frankly, we have our modeling chapter concluded, and in the next chapter will go out and work on a lighting and material because that's the fun part. You get to see the hard work that you did, and it's pre interactive experience. 14. Setting up lights: Starting with this chapter, we will now work on lighting and material. This is pretty fun, interactive experience. You open your material editor and then you start tweaking the values of your materials and lighting until you get your designed as results. So let's begin by setting up our render settings so we can go and click on this button here to open our render setting dialogue where you can use the rendering menu. Now under our target. We're currently using production rendering. Marcellus Garden Suite is too active heat, and this is used for rendering tests, a rendering. And then under Orender, we can go in and select Arnold. Now we'll leave everything a default. We just want to make sure that Arnold is at default settings and then using the system tab . If you look down here, we have an both CPU and GPU rendering. Suppose it in Arnold renderers. So in this case, I'll go and select GP rendering. You can select whichever you want. Now let's go to close out of this dialogue, and the first step is to our reserve you just a bit here. Now, when we start ranging from this angle, you can see that this wall will block our view to the room. So it's got in select a roubles, and then using our public on seduction mode, we can select the wall and then we can use detach function. And we can name this something like back wall. Okay, now that is separated. We can go and toggle offer some public mood said, like the wall object and to an office visibility temporarily. Okay, so with that out of the way, let's begin. Are working on the materials for our down light. And now lighting is really important because without lighting, you want people to see anything said Let's go out and open our material nature. Now here on the Material Editor, you have two left, click and hold, and then we have to type of machine editors in three DS Max Compact material editor and Slate Machine Religion. Let's open our slate material nature so you can see that it's a bit different if I got and click on compact machine. That teacher that we will be using Sleep Machine ladies functionality is similar now. I'll quickly go over the interface of slate material Editor along the top Here we have few controls. And then here in the central, we can work with our material notes on the left, we have a menu bar for creating our Michiels and then on the right we can access parameters for the materials. Navigation in the Syria is pretty simple. You can zoom in and out using your mosque. Roll will, you can hold on middle must put into pain around. Now. Here on the left side, you can see we have a lot of materials. So we have our materials rollout. And then within this we have our journal materials. We have Arnold specific materials and then we don't know. We have some sub categories here, so we'll be using our surface materials. And then we have our standard surface material. We can left, click and hold and then dragged this note into a canvas and this material is created. You can also right click here in this area and that under materials, even going and create a material, something like you. Once you have the material created, you can directly here on the Tom Neal to expand your thumbnail they were clicking again. Here will minimize your family. You can double click on this top area to load this parameters here on the right side. And if you left looking, hold here on this top area. You can move your material around, so we have a note and we can double click to learn this parameters. Let's begin by tapping in the names here. And there is always a good idea to start with a good naming scheme because it will help you stay organized, and when you need to find your shields, it will make it a lot easier. Eso if your school down a little bit here on the left side, you'll notice that under our seen materials, we have this category here and that allows us to see the materials that we have in our scene. For now, we just have a single machine of for the garlic plant that we added. So with their material highlighted and its primitive loaded, we can go ahead and type in something like on don't light, and then we can add an underscore or white color. So that's going to something like you. You can use different naming scheme if you want to. Now we can create a new material by dragging that over here. Or we can hold on shift key and then drag this material over to create a duplicate of this . And then we condemn a click here on material to lotus parameters and we can go with something like down light underscore black. Okay, so we have to move. Shields said it and to combine these two materials and then apply them to a single object, we need to create what is called multi seven logic material. It allows us to combine or one or more materials. So let's drag this out here. And if we don't click here to load his parameters, we can get in every Neymar material. So that's gonna be your down late, Micheel. Okay, so you can see that I've renamed the material, and below this we have a set number. But it currently is said to attend and by default, so you can click here and we can change this to something like two materials and then we can select. Okay, Now, we have two flaws here for adding in our materials and then we also have what is called an I d. So we have I d one and two and let's go in and plugger at materials. So this is a black material we conclude and plug this from and this plug into this and then we can plug this material from this plug into slots to Okay, so both materials are now plugged into our multi subject material. Now we need to go ahead and select your object and assign material ID's. We can go in and close out off the material editor and then we can orbiter view just a bit here and it gives you that we have our don't let object so we can go. Then select that president to zoom in here and now we can use our opponents election mode, press control 80 select our entire object. And then if we school down the little bit here under a polygon material nineties weaken good and type in a number. So in this case, I want to send everything at i d one press enter, and then we can select this face here. So we want to change society from 1 to 2. Let's go and change that to something like to press interest. So now we have to material ladies assigned. We have material idea one assigned to our entire object. And then we replaced material I d. One with a tool here on this face. And if we open our material editor, you'll notice that we have truth laws here. So material I d. 10 is It means that this material are light, unknown light black material will be applied to our entire object. And then we have a slot to which is a light machine old white, which will be applied only to this bottom feeds here. Okay, so let's double click here on the settings for the black material. We can go and click on this color box here under our base color, and we can move this all the way up to a black color. Select. Okay. And now we can exit out of our material optic mood here and now we can assign their material to our object. Assigning is pretty simple. If we have our object selected either in our view port or in scenic flavor, we can go ahead and click on this button here that says assigned material to selection. Or we can drag out off this output connection and then release that are click here on our object, and against that, our material is now assigned. And if we double click here on our white material, we can school down a little bit here. And then we have a category here for emission. So it makes her Mr Material seem like it's emitting light. Let's go in. Type in one here now it will change the look of for material so that it looks like it's emitting light. Okay? And now we can go in and change the color off the emission if we want to. So, for example, yellowish tone color, so you can see that here for now. Well, just got in. Cancel out of this. Okay? So we have our material set up, we can go out and create the light itself less minimize er perspective U boat. And then get straight to the create panel. And then under lighting, we can select Arnold on a light and then in our top u boat, we can all return of you here and just below her light, we can left click here, and this will create a light. And your law center is that in their prospective a boat, everything seems to be too dark. And that is because by default we were using our default in lights. Now that we have our own custom light created three years, Max switched to review to our custom or seen lights. Let's go and right click to the activator on a light and then using the modified panel. We have a lot of parameters here. The first thing is to set up our lights agency that is created at the ground level. So we need to move that up here on the Y axes. Let's move this up here so you can see that now it's a bit more visible here. In that perspective, you put Now, if you don't like the dark view, you can click on your use. The default settings here and that under shadow and lighting, illuminate with default lights. So it will change back to the default lights. Or you can use eliminate with seen lights. Okay, so again, using one why axes weaken gun and drag this up here? Okay. And now you can see that are light. A type is said to court and we have a record X and y science. Here we can go and Mathis, who in the shape of far light let's go with about maybe 30 centimeters. Okay, I think that looks fine. And then using our top view boat, we can zoom in a little bit here. So, like the light. So you can see we have this shape here using ground plane less central. This a bit here. All right, so we have the lights it up, we can quickly run our test renders. So zoom out a bit here, and then we can left click and hold here and make sure to select active Fear Window. And this will Sandra rendering Racine. Now it's interactive rendering. So it will change or update as we make any changes to our scene. Okay, So you can see that we can see in light here and if we scroll down a little bit here under light properties, and we can change our intensity to something like maybe 10. So begin, keep dialing this up here. Let's go with maybe around 23. We can also play around with exposure value as exposing really will usually multiplying your intensity. Okay, so for now, I think this intensity it seems fine. Now we can go and close out off our active shooter window, and we need to create few more copies of the slight. So the zoom in here on the light, select the light shape and then on a light, okay. With both object selected. Ah, you'll notice that our period point is down here. So let's good and center or pivot point toward the object and then can hold on shift key drag this year on. And this axes something like here, we can create an intense number of copy set to three. Select. Okay. All right. If you don't like the placement, you can always go ahead and press control Z and then you can hold on shift he and then try that one more time. Increased number of copies to three selective gay. So you can see that it's been out. Let's go ahead and try that one more time. Number of copy said to three connect. Okay. Okay. I think this policeman seems but, uh, better here, or we can try that one more time. So again, as I've said, who is back in full process, you can tweak the values until you get your designed result. Let's go to tweak the value here to something like three select. Okay, I think these light position is fine. We can go and treat this one a little bit. So let's move this here just to the left a little bit and then we cannot return of you. Hold on shift key drag this year on this axes number of copies said to three, actually, for select. Okay, and if we arbiter of you just a bit here also, when we zoom in and out, you'll notice that it's an incremental zoom. Now you can zoom in and out using ah different matter that is more smoother. So if you hold on control old and middle mouse button and then move your mouse, you can see that it's more smooth resume. And it's really helpful for precisely angling your final render. Now we can get a starter Interactive rendering Okay, so you can see we have our lighting. Here you can go with a different type of lighting, for example, you might want to add a few lines. You might want to add additional lights so you can do all kind of things like that. For now, I think these are. Just find weaken. Add some adjustments later on. If we need to sit with our basic lighting set up, we can go in and save or file, and then in the next video, we'll begin adding materials to objects. 15. Materials Part 1: and now we can begin adding with heels who are objects in our scene. So the first step is to open our material manager and then we can scroll down a little bit here. So we have our down light material and we can start adding new materials down here. This dragon are standard surface material. Never click to load his parameters, and we can relay rename this to something like Floor and has create few more copies of this whole hold on shift key. Drag this over. There were collected lotus parameters and then we can rename this to something like a roof , and we can also go out and create one more copy, and this will be for the walls. So let's go, then start adding or assigning her materials. So we have our floor material. We can go out and drag from this outward connection to the floor, and also when you hover your cursor, you'll notice that a name will shop and so it will help you assign. You must feel to the correct object so we can release that to here on the floor and then we have a roof, a texture, so let's go and drag this over to the roof here. And finally, we can go out and drag this to the walls here Now with our walls, man shield that's going to click on this and base color box. And we can drag this towards more Graystone again. I would recommend experimenting with different colors and materials, and now we can start a quick test render Kerry and Interactive shared a window. Okay, so we have a very basic sort of friend of starting up on showing up here. Let's open our material. Latisha in started, tweak some parameters. Now, walls are very reflective here in a render. So where there's parameters loaded, we have our speculate category here or allowed we can go and started this down. And in this case, I want to make sure that my walls have made texture. So I remove speculator ity altogether. And then, as for the Florida home, that's good in lotus parameters. And we can go out and change the color to something like more Graystone select. Okay, here. And maybe we don't want intensity. Ah, higher up like that. So let's go with 0.3. Okay, so I think that's something that I would want again. I will go ahead and experiment with different values until I am happy with what I see here on my screen. So we have. For now, I think the roughly out is just fine. For now, let's go in and add a texture. Maybe so we're just using a default color. Now, if we don't want to use the color, we can instant click on this button here. So this will allow us to add in what is called a map, and we can also scroll down here. And then who is the bottom here? You'll notice we have what are called maps here, so we're using Arby's color. We can click here, or we can simply drag out off one of thes, noting surveys color. And then it allows us to select big map or any kind of map s Let's go then and drying out off. Click on the base color here, and then we can click on. The maps are allowed here. We can click on a bitch map and then within are seen as his images folder, and we have these images. We can go out and load in the wood texture and you can see that it updates in real time here in our active shoot window. So now we have this image and that is plugged into the base color, and it shows here on the floor. So we have a lower taxes set up correctly. We have to play around with it a roof talk show. So let's double click here, and we want to use a wider tone and we want to remove the speculatively. So let's go with maybe 0.1 for the speculative e. And I think the color looks fine for now and now we can create a texture for this window here so we can create a physical material. Now this is three DS max material, but it has a lot of presets. I would recommend playing around with it. It's a bit easier to use and is fully compatible with Arnold Render. Let's have a click here to load his parameters, and we can rename this to something like a window gloss. And then, if we click here on this drop down, you can see that it offers a lot off preset for paints or different materials so you can see that we have a lot of options. Here you have the glossy pain. Do you have a rough, concrete, polished concrete? And you have a lot of options. In this case, we want to use our transparent material under glass at in geometry within click here, and then we Then we can simply assign this material to the lost object. Actually, we need to assign this here in our scene. Celeste drank this over to the window. Released. Click. And you can see that it updates here in real time. Okay, so we have Ah, basic sort off. Much feeling going on here. Let's go ahead and create a new material on Drank this over a bitch and we can create and the copy off our walls material. They were quick to lure Lotus parameters, renamed the midfield to something like Baseboard. And then we can change its color to white color. We want to increase bank clarity all the way up. And then we just select in the baseboard here and with their material highlighted, we can click on a sign Michelle to selection, and it updates here. Okay, so we have a material set up here. Let's create a copy off this material here, so the physical material we can have a click here and we want to choose a polished aluminum . We want to change this color, too, be more darker, and then we can also rename them and she'll too window frame. And now let's go and select that here in the scene and with their material highlighted, we can go out and flick on a sign material to selection, and it updates in real time. Now you might not be able to see them and she'll because everything is too drunk here. But we will be adding an image outside off the window, and then it will look a lot better. Let's work on my field for the carpet here, so let's move down here to create machines for the furniture on down here. So there's dragging the standard surface material, never click to load his parameters, and we can rename this to carpet. And now we want to create what is called a bump map, which allows us to add ah, rugs. Here we have a lot of math is to do that we can use what is called a displacement map. We can use the bump map or we can use here and for modifying above map. It would be pretty easy and it's highly efficient, so we can go with that again. We can school down here and then we have the normal channel. Let's drag out of this and then are under Arnold. We have bumped map on bump duty, and now out of bump map, we can drag out another note. This is going to be a bit map. And then from our images eso were using or exercise. The media's here on double click on this texture. So fabric, carpet, fabric, carpet the height map click to learn this in, and now we can go and assign this to the carpet. So let's go out and drag this down here and you can see that it updates you. We can never click here to learn his perimeters, and you can see that we don't have that rugs here or ah, pronounced effect off, uh, the carpet. So let's go and change your bum high to something like a 10 and now it will update here, and you can see it a little bit better. We don't have a clear render. Get somewhere because we were just in our testing so later on will weaken treat this value to something like 20 or so. Now, as we're adding these materials as something that I wanted to point out, the process of adding these materials is very similar to this. What we're doing here you can just change your parameters together your desired result. So we have rectified window running. We have most of her materials assigned here for the room. Let's go and start adding in those materials to some off our tables and cabinets here. So let's create a new centre surface material Lotus parameters and we can name this coffee table. Actually, let's go with a black material so this will be applied to birth or a coffee table. And we will also apply this to uh the Cabinet here for the TV said, This is going to be the black material and we can create a copy of this and notice parameters. We can call this on white material, and we also need a new multi subject meant shell. Let's let these parameters and we can name this TV cabinet so TV, and then we consider number two. We can update our number off materials to to select. Okay. And then we need to plug in the materials so the black material will go into slowed one, and then white Michelle will go on, go into the slot, too. Okay, So materials are plugged in. We can allergic parameters for the black material and change its value. And now we need to assign this Lescott and close out of these windows. And so, like the TV cabinet president to zoom in here on the cabinets so that it's more easier to work with this. And now, using our polygon selection mode, we can press control a and then we can just scroll down a little bit here and that we compressed in one here for the i d press enter to make sure that it's selected. And then we just need to select few of these faces here, and we need to repeat the process. Press control Z here accidentally moved some of the faces here and select this face here again. I'm holding down control key and changing the materials. You can also switch to the wire framer to make sure that you can. You have all of your faces selected something like here. Okay, we can switch back to a shaded mode. And now we consider this machine Lighty We can add in to here and then press enter. And now we can go to an open our material editor. Also, we can exit off the material editing motivator and start the active field window. And now, with our TV, Kevin is selected. We can select the multi subject material, assigned this to the selection, and it updates here. So we have this dark material on the outside, and then we have this way to strip at it here in the center. And then we can just a sign on this black material to the coffee table. Let's arbiter of you just a bit here. Select the object with black material highlighted, assigned this and he considered it updates you. And now we cannot retire View. Let's get out of far. What's your latest Over a little bit here. Okay, so we have these much skill set up on even now. See the rugs a bit more clear clearly. And now let's work on ah, material for the couch. So let's go and open our material and a teacher and we can drag in a copy or we can start to create the new material here. And let's create a material for the couch and we just need to assign this. So this mover active state out of the way here is, um, in a bit. And then, using the output note, weaken drank this over there and then this one, you'll notice that our couches separate, very reflective you. So let's load his parameters. And then we can dial down our speculator ity and we can also play around with the value here. So maybe about here, more of a great stone, or we can now start to play around with the color. We can also add in a texture from our computer. Let's play around with the value a little bit here. For now, I think I'll just go with the grace to in here and then, literally, if I need to, I convert and tweak the value. Let's select okay, here. So we have most of the material set up. It's gonna work on the material for limp. So let's dragging a copy here so we can go to drag that over here and then we just need to rename this tool lamps. We can go and click here, and in this case I'll go with that more off a cream color. So let's play around with the value here something like this, and then select okay here. And we also want this material to be a bit more transparent so that light can be seen through this material. Let's go with about maybe 0.3 for the transmission, and then we can literally tweet value if we need to. Now we can go and select the lamp so we have limp Juan and we can hold on control, select another one, and then we just need to click it on their material. Select assign to selection and these updates here. Now we need to add our lights. So let's zoom in a little bit here. Actually, let's close out off the active shooter window, and then we can just switch to in the top. Few put, and we have a headlamp down here. Let's move this slightly here, using our gland ground plane, or we can just first controls the I think the default position is just fine, and now we just need to add light. So using the create panel under our lights, make sure that's Elect Arnold and we want to change. It's time to point light, and then we can click it in the center, off the light and it will get created and we can see the radius here. So we need to treat that a little bit. That's gonna change the value a little bit here. So about 9.5 centimeters for the radius and most of the other sightings is just fine. And we want to change our color and intensity to Calvin and maybe about 3000 or so. So we have more warmer tone. If you want a cooler tone, you can go with something like maybe 12,000 or 8000 something like that. In this case, I want a warmer, shown lights. I'll go with that. Now we can right click out off the tool here and then using perspective, you put we can drag this up here on the axes. Okay, lets a starter active should window so that we can see how it looks and then we can make any necessary changes. Let's zoom out a little bit here, okay? we might need to add it the size a little bit. So let's go ahead and tweet the value. Using the modified panel. We can treat the size value a little bit. Here, Let's go with something like maybe five centimeters. All right, so let's close out of the active shared window. Hold on, shift key and drag this up over here. And we want to create copies. Maybe about two copies. Select. Okay. And then we have the second copy appear. So let's de select everything and then re select the light. And then we can drag this down. And now we can go out and drag this even further down little bit. Start are active. Shared window. All right, I think it's Ah, fine. For now, we can go in and treat the intensity and little bit here. So let's go with five for now. Or maybe about 10 senti 10 units for the intensity and then we can make some final adjustments later on. I think for now it looks fine. Lets him out a little bit so that it shows the icon and then we can zoom in here and maybe moving this one. Gonna beat you all right? I think we can scale this down of it. Uh, actually, we don't need to use the skeletal. We can scale this down using our radius valley. So let's go with maybe three. All right, let's go tweak our intensity value of it. I think for them it looks fine a little, and we can add some final adjustments. Let's close out of the active shared window and then using the Tom few put, we can go and make a selection here. And then we can hold on Elke to De Select and the lamp itself. We just need to highlight the lights. So we have our own a light selected here, and then we can orbit out here and then holding down shift here. We contract this over here, and we want to make sure that it's an instance. Select Okay. And then begin Zoom in here, adjust the placement of the light press control Z here, and let's place this over here and and now we can switch to perspective. You put that's like the room here president to zoom in so that it's easier to orbit around this and now we can run another quick test render. Okay, it seems fine. So that's good. And or coatings material. It was good and click on the material manager. So we have a carpet and we need to assign, uh, curtain. Now we can use the carpet material on the curtains. We just need to create a copy of this so that the bump map is still attached with this material. We just need to drank it in this down here. Drag this overhears, and that is easier to see what we're doing with our notes. And then we condemn a click here to load the parameters and type in something like curtain or curtains. Move are active. Shared window, out of the way. Select the curtains. It's close out of the active. She'd window select our curtains. Star ticked if she draw hundreds. For some reason, we can't seem okay. So I assumed in here a little bit. That's too much. And then we can zoom in here in the report. Okay, now we can go and assign the material. So let's click on a sign Michelle to selection, and it's signed a last week. The value a little bit here. So maybe more off a great turn to the curtains. Select. Okay. And we want to remove this bank clarity. So removing all the way. Also, we need to remove speculated he hear from our carpet. So let's go, then loading the parameters and remove speckle Araji. Okay, so most of her materials are now completed. We can go in and add or assignment feel to the A C unit. I think we can go out and create a new material for the A. C. We might need to create something similar to this. So let's go and select all of these machines here. Hold on shift key and drag these over down here. And then we just need to rename our subject material to something like a sea. And we can rename thes materials. Here. You see white and double click here a c in black, and we can close out off the material editor and zoom in here on the EEC unit. Okay, So less entry into a polygon mode. Press control a assigned machine like the one here, and then we just need to select one of this trip here. I think this one is going to be fine. Sell isco with material. I t. Two exit out of the object mode here and then using the material manager. Let's zoom out a bit. You We can go in and start our active sheet a rendering click on the A C multi subject material here and assigned this to the selection, and it should update. I think we have our materials plugged in the wrong way, Celeste clicker. And then you can produce lead he to delete the connection. And let's dragon, this one shell here in tow i d two and then this one into i d one. Okay, so we have our material a science, probably. Now it's got and close out of the machine that issue and adjust her view a little bit here . So let's close out off the active window, something like you. And now we can start our active shared rendering. Okay, so most of for materials and outside a properly unless start work on the TV material here. So let's close out of the active feed window. Select TV. Zoom in here and then we can get an open our group here, and then we just need to select the TV, select the polygon mode. Press control, a school all the way down. Sign material i. D. One and then we can go. Then select the screen a sign material i d to exit out of the polygon mode. Open our material. Andy, too. We need a pretty similar set of So let's go and select these materials and then dragged them down here. Let's have a click here to loot the parameters for the Micheel a TV, and we can rename some these materials. So this is going to be our black material. Or actually, let's go with the screen. So this is going to be our screen material, and then we can use this one as a black material. Okay, so naming is all right, and now we can click on the map, but in here bit map, and we can use this image here. And this is a bit map that's plugged into the base color, and we can move these textures out of it here, and we can switch around the plugs after assigning the material to the TV. So let's exit out of far subject motor and make sure that TV is selected, then click on the Micheel and now we can go in and assigned the material. Okay, We need to switch the plugs. So let's go ahead and press delete here and we conflict this up here and then plug on this one down here. And now if we start our active issued ranging, we should be able to see the material. Okay, So everything is darker on the outside, and then we have image inside here. We can also go with a wider John for the TV if we want to. And also the logo we can assign a whiter material. So let's get an opener. Material editor. We can assign one of the white man she'll we have here for the EEC unit. So let's click here. And then we can select the logo down here and we can assign Michelle to selection. Select close out off the Machine. Ladyship also closed the group and let's adjust our view a little bit. Here, start the active shared rendering. All right. Our initial materials are now set up. We can get in a saver file and then in the next video, we can begin to finding our materials and also a sign and materials to the props here in the background. So let's go and close out of the active feed window and we can go in and save the file. 16. Materials Part 2: so continuing with their material, we cannot begin to add materials to the props and also the neon light on the roof. So let's begin by zooming in here on the roof area, and then we can zoom in all the way here. And then if we select the roof using the polygon selection murder, we can go and select this polygon here. Hold on, shifty. Click on this polygon so that everything gets highlighted. And then we can detest this and less name this roof light. Okay. And now we can get out of the polygon selection mode, click on the roof lines and make sure that it's separated from a roof. And now we need to create a mash light. So that's got into it to that create panel. Select Arnold on a light clicker in this area to create the light. And then we can sweep the type off light. Too much light. Now, if we switch to the WiFi panel, we have this measure. But in here, so click on this button here, and then we can go in and highlight the separatist party. Click on it to make it a light. And now, if we try to render. Let's begin ranging in excruciating. Okay, so you can see we have that light showing up here on the roof. Now we can go out and take some of the parameters. So if we scroll down a little bit here, we can change the color. So let's go with this bluish tone here or Cyan color. Okay, Just playing around with the value here a little bit. So for now, let's go with this greenish tone. You can well use a different color if you want to. And then being a tweaker intensity to something like maybe 10 or so and it gets more pronounced. Look here on the roof. Let's go with about five, maybe three. Okay. In this case, I'll go with and three intensity and exposure value of eight. We can also increase their light temples 23 and then we can also increase the line samples for other lights. So let's go all the way. Appear selector light here. So this is going to be the first light here, and we can increase the samples toe about maybe three, and it will update across our lights because we're using an instance and finally We can also select one of the bottom light here and now This is light for the lamps here and we can update the samples. Let's go with maybe two samples for the light and it will update across birth lamps. Okay, so the neon light is completed. Let's go in and start adding materials to the props here. Also, we will be adding an image in the background here. I think we should do that first. So let's close our active shared window or let's keep it running and we can open our material an issue and then we can school little bit down here, right click under maps. We can go ahead and journal bit map and then we have this image as to your image. Let's go and select this select open click OK here and then directly to load his parameters . We can name this R S t r I, and now we want to change in this from a texture to environment map and a spherical environment mapping. And with a deciding set up, we can go and click on the rendering menu, select environment, and then we just need to attach our material into this lot here, and we want to make sure that it's an instant select. Okay, now this is an image based lighting, so you can see in that images reflecting here inside Earnestine Escort and close out off our environment panel. We can also zoom in a little bit here, and then we can treat the value. So let's go and double click to load parameters, and we want to off sent and this image my session amount. Let's go with maybe about point and 19. We can also mirror image if we want to. So it's all about experimenting with your image and playing around with these offset values here for your you envy in value and if will allow you to find, too, in the background image until you're happy with the result. Secondly, that is being updated in the background. I think for now I'll go with maybe a bulge, uh, 0.29 or so, and then we can treat the value if we need to. Let's close out of the material nature and weaken arbiter of you just separatist so that we can have a little bit better looking at our image. Okay, so For now, I think it looks fine and concerned after light is reflecting here on the curtains also here on the single Syria. And now we can start to add materials through the props in the background. So let's go and select one of the prop president to zoom in here. So we have our books, we have the image frame. We also have this plant still, let's begin with this plant. So it is gonna be simple white material. So let's open our material editor. We can use one of our previously created white materials, send a free school all the way up here. We have a lot of the materials here, so let's typically calling the white material. And we can drag out a connection here into this area and it's gonna be applied here. And we can also apply this the same material to this Iraqi or this shelf. And then we can apply the black Montreal down here, and you can go over different coloring if you want to. In this case, I am going with something like here. And I think we can also apply Wightman Shield to this box here. And as for the cubes. You can go with any color. Let's try maybe few mix and match colors as so white black. And then we can go with white color one more time for the top cube here and then for these I think we can go with I'll go white and black for now and later on we can go to treat the values and maybe at some textures or something like that for No, I think we can go with the white color and black. Okay, most of the objects and completed Let's go Then start working on the books here so we can school all the way down here and then Miniature Dragon, a multi subject material. Never click to the these parameters. We can name this books. Let's settle Number two about four materials, I think and select. Okay, and we need to create four materials. So let's drag in material one. Hold on shift key. Keep dragging these materials to create multiple copies. Select the first material. We want to remove the reflection or speculatively from the 1st 1 and it's gonna be a white material for inside of the book. So there's type in a book inside and then we can work on some of these ultra material. So this is going to be our book one speculated e I think we can go with maybe about 0.1 or so and then we can go with the second material. So this parameters here, let's type in book two and for speculated, I will go with maybe about 0.15 and we can go with a darker color here. So maybe this great tone or dark color, and then let's load in the third material. So this is going to be booked three against secularity down to about 0.1 or so, and we can change the base color to something like maybe a reddish tones or so select. Okay here. And we just need to plug these materials in here. Sir, the first material is going to be your first I d. I think we can go ahead and mess with this. So assigning our i ds, let's assign our ideas first, and then you can plug in the materials. So select one of the book here now, using the polygon selection mode, Press control 80 select everything, and then we can just cool down a little bit here and then we can assign our I d want to the inside Or maybe I d to. And then we can assign I d. One to the center off the book press F three to jump into the water frame mode. And then we can select this bottom face here and then then back indicated mode at a society or i D. One here. Press enter. So we have that idea signed here and now we can go and open our Material edition. So I d. One is going for pages. Distract this into slaughter one here and then we can go with right color for the I D to. And then we just need to assign this material. So let's go and exit out of the polygon mood here, dragging the texture and it's assigned here. We can do same thing for arrested these books here, and it's going to select thes. And then we can just select the material a scientist selection. So these air assigned here and never contribute the back colors a bit, using some of these other maps here. So to do that, we just need to select the books and using the polygon mode. Here we have I d one assigned here. I was going to select the bag fees here. We need to assign a different ideas. So this is going to be our i d three i d to. Actually, it's an instance. So everything is updating. If we want to keep these books using the defendant real, we might need to create ah copies instead of instance. So to do that, we can go to select these books and then delete them For now, I think these look fine and because they're like, really tiny objects and they really doesn't matter here in this entire into design. So I think that a red color looks fine for now. And we continue the colors if we need to add additional one, or we can go and delete some of these books and then drag one on our X axis and create a copies instead of instance. So let's go to open our material editor and we can replicate our material. So this is going to be this up object material. Weaken drank this down here, and then we can select this connection to lead the connection itself and then this connection. It'll stay here, and we just want to plug in the black hair into slot, too. And we can this material and let's go with maybe books and to and close out of the Material Edition. Let's work on these books serious or select one of the book using the polygon selection mode. Control A and we want to set I d. One here Actually I d to. And then we just need to select some of these polygons here again. I'm using the water framer to select these polygons. It's pretty easy to work in the wire frame mode and let's sign I. D. One here and then using her Material manager. We can select the subject material exit off subject a mode here, assigned the material itself here, and we just need to select these other books here and then assigned them and she'll close out of the material editor. All right, so most of the props and completed we have the background. Amazingly, on light. Most of our materials are now set up. Let's go in and zoom in a little bit here and now we can run our active shared window. Al Qaeda and zoom in a little bit here. Okay? So you can see that we started with a very simple cube and then we trained and that cube into this and beautiful interior design slowly step by step in this entire process. Now, from here I would recommend going ahead and playing around with the MIT, your materials, your lighting and you have a lot of things. You can add some additional feel lights in sort of this lower part. You can tweak the lighting off the roof. Here, you can do a lot of fun stuff here. You can also change the placement off your objects. You can create additional copies of these objects. Eso It's all up to you. I'll get and star of the video here. And then I'll go ahead and take some of the colors and stuff and and then in the next video , we'll go ahead and rendered are seen 17. Render: and now we can go ahead and render our image. So this is the part where returner, into your design in tow. A photo realistic image. And there are a few minor tweaks that we need to do before we can render the image. So let's go to the zoo march a little bit here. So, you know, you've noticed that we selected this back wall and then high bet so we were able to see our interior design through this area. But if we keep this hidden well, we render we have an image applied s your eye, Mr is all around Racine that will be emitting light here on our scenes so it can change the result also, if we have an object that reflects and there will be no wall here and in star image, So we need to somehow enable this now to do this week and good and enable the visibility. So the wall is actually there. And then to hide this wall while we're rendering her image, we can add what is called journal properties modifier so we can go down and that don't here and then under journal of properties here, you can expand this and enable visibility, and then you have your camera. So we want to make sure that it's hidden for our camera, and then it's visible to the reflections and the fractions, so it will assure up on any object shift that can. But it won't be visible to the camera, and we will be able to see through this image. Oh, are actually this wall here. So with that set up, we can now go ahead and set up our camera rendering increase. Max is just like a photography in real life, so you set up your camera and lights and then you start recording the video or taken image . So what's gonna zoom in a little bit so that we can have our image adjusted properly unless a starter active shade window to see whether we have the correct angle. You can see them there start final render setting so we can go and creek that a little bit . Here we can also go and open our render settings, and then we need to set up a few of the parameters here under our common tab, said we want to render a single image and not an animation we can go and definer output site. So let's go to a G TV and then we can select 1920 10 80 You can also go with HD Image 12 80 x 97 20. So with this setting set up, we can go in school down a little bit here and then we have a safe and so this is going to be added later on when we're actually rendering in our rendering Production for now is disabled. What? I wanted to show you that here and now. If we go out and start Orender now, it should show us a new image because now we're using a different resolution, all right? Or something like here. I think for the most part, I like the view Just got intrigued this a little bit just to beat you, all right? And I'll also change the neon light here on the roof. So that's going to start our active feud rendering, and we can go and select are on the lights. So on a light 15 we can also rename these lights. Uh, let's click on the color box down here and I'll go with this more of a bluish tone. So like OK here. And I think we have everything set of crackly. So let's go and render image todo Now to render our final image, you can click on the Render set of dialogue and switch are rendering motor production rendering mode. Were using Arnold as Orender, and then we can go and set up our resolutions. We want to render a single image and not an animation. Here we have a resolution set up. We can scroll down a little bit here, and then we can click on the files output here, and then he send our around around push inside our Project folder. We can go and type in something like Round One for the file name. We can select our farm. It's so let's go with PNG image. Select safe and we can go with 24 bit image and for channel is not important because we have an image in the background. Select. Okay, and I think we have everything set up under a ranger settings. Let's switch to the Arnold Renderers chap. Now the weed rendering works is that you'll start with a noisy image to reduce that nice. You'll bump up your camera a value that's the simplest way. So the more value and here the better and cleaner image you'll get, but at the expense of longer render times. So it's generally a good idea to start with three for your rendering and then slowly bombed this number up in this year's I'll go with numbers all start with camera, a value of 10 and it will multiply and these other diffuse and other samples automatically . So we have the set up. We can now go to school little bit down. I think everything is, Elsa said. Under system, I'm using my CPU for the rendering and most of the things that no set of correctly. So it's got in close out of this. Also, we can create a camera s so that it's in this view and we can render more easily. So if we press control, see, this allows us to create a physical camera you can see here in their sand explorer it is created. You can also create that manually using create panel and then under camera, you can create the physical camera with your camera created. You can see that are under our perspective. You put its way. We have a cameras, physical camera over, and you can switch to the perspective you put and move your view out. So you can see we have this camera created here that's looking through the window here. We can always sit to this camera by clicking on this label camera or one selecting that here. Or we can just simply press SC button on our keyboard and it will switch to the physical camera. Okay, so with everything set up, we can go and click on the render button. And now you can see that a rendering has started, and it should take a while to render this image. All right, sir, And Rick has finished. And we can now see your final Orender. So you can see here we have our photo realistic Orender. And so we started with a very busy cube and then slowly started building and different furniture and our interior design. And now, at the end, you can see we have an absolutely gorgeous looking into your design, Orender. Now we can go out and at week a few of the wall materials colors and we can add in another render send that will completely different. We can add in different images in the background. So we have, ah, limitless possibilities here. The council We were furniture around, so we have a lot of things that we can do from here. 18. Render 2 TImelapse: