Transcripts
1. Introduction to 3ds max course for interior designers: Hi, everyone. My name is an, and I work as an
interior designer for more than ten years. I'm using Free DS Max and
VA to create my renders, and I'd like to share
with you my experience, especially for all
who see how to start working Free DS Max from
absolute beginners. That's why I've decided
to create this course using an interior
designers approach and also a working method that I've developed during
seven years while I was working as a teacher of Fred including Free DS
Max and VA as well. In this course, we will start
everything from scratch. The hardest thing in any
profession is the start. And I would say a correct start, as there are a lot of methods, but the most productive
ones are those who were created from
real practice in time, as this is like a final stage of your efforts after
you learn theory. As a teacher, I tried to explain free DS Mac to students
in the most simple way, and I was waiting
by their homework, which is, by the way, a must. How good did they
understand the lessons? Keeping their work motivation, especially at the
start, it's crucial. They must feel as
soon as possible that the effort that they are making is bringing them
visible results. That's why this course will repeat the same method
that I've used. We will use from the start of professional approach
using hot keys. We will advance using this
plan, this general plan. This is like a guide for
every interior designer, and we will get to the
practice as soon as we learn the theory that we need to
navigate in Free DS Max. We will learn the basics
of free D modeling. We will learn the
basics of lighting. We will create a photo studio, and we will learn the basics
of V we can get to render our homeworks and obtain our first freed
realistic renders. In this course, we will
talk about the basics you must know in order to
start work in free DS MAX, and I invite you all
to join this course. So let's get started.
2. General plan that any interior designer must follow: Every project has
a start and end. I'd like to repeat
that one more time. Every project has an end. Anyway, we have to start with something and that something
is a project order. We must keep in mind and follow until we
begin the process. Only in that way, we
will not get lost. Shortly, I'll tell about
the order we must follow. First meeting with
the client gives you the first puzzle
piece you have to combine to obtain
the expected result. After you listen to the client's requirements
and preferences, and also with notes
taken and written down, we must form inside our minds the general style and concept
of what we are going to do. Clients may see a
few steps further, but you as a designer must
see at least twice as him. He must sense that he
can trust your opinion. So first is always the sketch. When we gathered enough
information and formed an idea. Next is the three D model stage. We will pass to that beginning
with the next lessons. But for now, I would say three D model is the
gray objects, not more. Gray, I mean, no colors, no materials, no lights. The gray stage, it's
not so interesting. It's sometimes boring. But if you put
everything on one plate, it may be over mixed. The real ism in
images is an amount of layers, like in photoshop. Only difference is that in max, they are not in two D, but in three D. When some mistakes occur in
the render we develop, a lot of beginners get
lost and they will occur. No one designs
perfectly and sets the program to work and give the ideal results
from the first time. The more experienced ones, just do that not so
often because they feel already what they have
to do to fix the lights, for example, if there is
an overbright or so on. But they also work and find
themselves in the process. Main rule is that
you can't skip order and you can't pass to the next point until the
previous one is done. I'll talk later in this part
about proportion and scale. But for now, I would say, the gray stage must give
us a balanced space. We must feel
proportion and scale. There is a stage
called light test. That's about third point. It's actually a test of gray
stage and light balance. Again, no colors, no materials. We must understand the
layers separated alone. Clients do see and
understand render one piece. You, the designers,
must break them apart. And if you will
learn to do that, you will get to the
good results very fast. Being in a hurry, won't
save the project. You'll probably hear
from clients that they still don't feel you manage to understand what
they've waited for. And so on. If it may be okay with a less
demanding client, you won't skip the next, and do remember the
quality of your project promotes you further
to the next projects. They may not recommend
you further. The worst part, a lot of times you'll even
don't know that. Be patient and
give work quality. On the right side, we see an
extended plan of the model. I've divided that into
five subcategories for a better understanding of what we are doing and where we are. Shortly, in this course, we will be covering the
first three of them. This course is meant to develop interior design skills while three D modeling by itself
covers a more bigger range. And also because we are
focused a bit on other tasks because learning
the program from the start to the end,
it's not a solution. In the first part, we will talk about the first
integrated ready, if you can say so, objects
called primitives. The key to understand more complicated
instruments lies in following a logical chain. We must understand and see
how the objects transform and become more complex with more options
and possibilities, and the main idea is that we must learn them in that order. And more, I can say
that's a natural order, how they develop in
plan of complexity. Third part, lights and cameras. If we divide the project
into idea and brushes, well, half of image
success is the light. You may have a good idea, good materials and
higher render settings. But if your light it's not okay, you won't get the image at
the level, I call commercial. I'd say that's not a
mercantile way of thinking. I'd rather say that's
an level where a client is ready to
pay for your work. Light is the key to
the good images. With a good light,
your materials will look good a lot of times
even from the beginning. As I said earlier, there is
a stage called light test. It's a stage of revealing
light problems and the scene detect overbrights in dark
areas and more important, find a way to solve them
in that interior space. A good looking image. Don't give you a similar
lighted interior and reality. The person will live
in that interior you are creating and
not inside the image. In that way, the light tissues must be fixed using
real situations, not computer filters
that will help improve light situations
inside an image. The fourth part materials. I'd better make a
difference from the start. At last preds Max
material is a whole part, if we can say easier so, and texture is a
part of material. Materials may have or
may not have textures. We will talk in detail
when we get there. But for now, I would say that we will be using ready
professional materials. Some of them we will create, but more than half we will be
using from ready libraries. The fifth part is the render. Okay. Render is the
process of generating a computer based image that
tends to simulate reality. The better you understand the space and rules
that drive it, including lights,
surfaces, outside factors, the better your
renders will look. While there is a bunch of settings that may
adapt to every scene, still, that super Lc is
not lying in a setting. You will get to know that when you begin your
first real project. First of all, the
spaces are different. Lightning is also different. You cannot apply the same light situation to
every interior. There is a style also
in what you are doing. You must get to feel if you need or you don't need that
in a specific scene. A balanced light feels right while one out of
balance feels strange, a lot of people tend to finish
their projects too early, ignoring sometimes
light problems or some mistakes from images. They are called simple
and three D. Effects. After that appears questions like why my render
looks not so good. I'm totally for high
quality renders. If we talk about presentation
skills, a good image, but don't forget
the main project is divided into two big parts. While the render
is the half of it, or we can say the first part, the other is the idea. It happens sometimes
that we may not have a lot of time
for perfect renders. Still, the idea must
remain untouched. I'm not saying we must ignore somehow our renders quality. There are instruments that can accelerate that to a level where Renders looks okay and
you must ask yourself, you are an interior designer
or you are a free artist. It may seem that both
do the same thing, while a part of the work
is indeed the same, but they still got
different goals. A free artist is
more like a painter while interior designer is
more like an architect. It's totally okay if you
as an interior designer to show mood in your images using different
effects and so on, like an artist, but a lot of times you won't
have the time to do that. Clients, don't
like to wait long. That's at least one thing
you'll have to consider. The second one will be, what if changes may occur? For example, you worked a
lot to make the image look very cool and finally client may tell you he likes
the whole idea, but there are some things
that he would like to change. Third part as an
interior designer will be the technical part or plans, which are a part only
for interior field, and it's still a
part of the job. There must be a
balance between time and effort you put in a project
and the result you get. That's why Renders must
have a logical deadline. Especially for you
because you are working, not someone else,
and that must be discussed with the clients
before the project begins. In conclusion, I would like to say we must follow the
plan of the projects, so we don't get
lost by practice, it will make itself clear for us and will help us to manage
the projects to the end. Leave the clients happy they
got the desired result, and for you as a specialist, help grow your level and
promote what you are doing. The most important thing is
that you have to feel that you like what you are doing and the results
will come for sure. In the next part, we will
talk about the first steps in Freds max and how we will
begin our free D practice.
3. 3ds max and Vray 3d brushes: During the studying process
of interior design. All the students must begin
with the drawings by hand. Using a more artistic approach without any computer software. What actually lies
behind this is the fact that computer only
is continuing your drawing. It's not him the one
that creates the sketch. It's you. It's no more
than just a brush. Yes, it's a very advanced brush, but still it's just a brush. He or may say it will
not think for you. All the work is dictated by
you. Many of you might say, I do not agree. Client is receiving in the end three
D renders and plans, and they are made
by the program. Yes, this is the final
part and the final result. But if the program is so smart, why it's not giving you the optimal color combinations
or pleasant proportion. Why it's not choosing
instead of you the textures that would
better fit in the project. While it's not maintaining objects shapes
based on one style. When students still
got the lack of experience and combining
objects using a style, they tend to say,
Well, this is fusion. Fusion close all the questions. The answer is very simple. The level of experience is
directly seen in your works. You are the thinking
one, not the computer. You choose, you combine, you move until it looks fine. The hand sketch is
the beginning of everything that lies in your duties as an
interior designer. The main focus is
not the software. I don't want to say that free
D renders do not matter. They do, and they do a lot. The main idea, it's not
something we can define. It's different depending what
projects requirements are. But we will talk about that so that we can
form a whole piece, and we will try to understand
the core rather than trying to apply just
some genuine templates.
4. How to understand 3ds max interface in 12 easy steps: When we open first time
three S max for many people, it may seem confusing. So many instruments. How
can I handle this at all? On the other side is what
lessons should I take first, so I don't get stuck and manage to understand
what I'm doing, but not just repeating some
moves seen in a tutorial. When I started to
learn three S max, I had almost no one to explain where should I start
or where should I go. I just opened a bunch of tutorials and started
to repeat them. In this way, I hoped I would
understand the program. This method is a
lot like learning the program in the visual
order receipt on your screen. This is the first button does this. This is
the second one. Maybe one day, using
that type of approach, you'll also get to
the desired result. But it's more like
a shovel example we've talked about earlier. We actually don't need every
instrument in Free DSX. We must understand
what we have to do and how to apply that in a sin using only
instruments that we need. It's okay to know
more instruments, but that comes with time when we begin to solve
different situations. But for the start,
it's enough to follow a ready system done by someone who has already
been in that process. Different teachers see the
study material differently, even if the buttons
do the same thing. But I understood one thing in the process of
teaching others. There is a factor you
must try to control. The delivery of your
information itself must be easy or at least as easy
it can be for the student. We cannot know that until a
student begin the practice. If he accomplished the task, in most part, he understood
what he had to say. When I was working at
the training center, throughout 70 years, I had a few thousands of people that came to me to
learn through DSX. At the beginning, I knew for
myself what I have to say, but I couldn't decide that
for the student's perception. So in that way, delivery changed
in time, group by group. I was observing how students
react to study material. For me, the question of easy
understanding was crucial. You can't know that until you try to deliver that
at least one group, more, of course, it's better. Only then you can
appreciate how easy or not is your material or
should I say your method. Well, as time passed, I was changing piece by piece. The information I
had to talk about in order that was getting more and more
comfortable for users. There was one thing I was sure. I had to avoid the
help type method. This is the first button.
This is the second one. Sometimes you have chapters
that demand that type of approach because the
information is technical, artistic vibe and style are more linked to your inner
understanding and feeling. Than to three DS
Max instruments. But if you want to visualize the ideas you've
got in your head, there is the theory
instrument part that cannot be skipped. If we will take a look at the initial screen or interface, this might seem confusing. I've tried to simplify
the approach, avoid where is possible
the definitions, maybe some exact
terms or instruments. We will try to keep it
as simple as possible. But as I said, there is a technical necessary part and
we have to learn that too. For the beginning, I've divided the program interface
into 12 visual parts. This will help us to understand the big image and the logic that drives the whole program. The first piece
is the file menu. The options here are common
for almost every program. Here we can create open, safe new files or projects, and a few other options that are not so
important right now. From the second part, we will need only three
buttons you see in the corner. And I think everyone knows
what they are doing. This is actually a continuation of the previous file menu. We will be using this menu
but not from the beginning. Here are a lot of buttons, functions, and instruments
that are mirrored or doubled. They are the same
functions found in other panels that contain the same commons and
do the same thing. The only difference
is the position. From the beginning, we will be using them from other panels. I'll show later as we proceed. That is only for visual purpose, or maybe in some cases,
it's more comfortable. Instrument panel. This
is a very important one. Here are the main instruments we must use to work in three SX. We cannot skip them. Or we won't be able
to work at all. They are the mechanics and
dynamic of the program. This one is an additional panel with some mirrored or
doubled instruments as well, and it's been developed
for comfort in navigation. It appeared in latest
versions of the program. That's why the
importance is secondary. You will like it later,
maybe you'll use it. But for beginning, we will learn the initial position
of our instruments. This is our working space, or should I say workshop. Here, we create everything
we create a max. The window initially divides into four sub windows
or sub views, or we can customize that number. But I would say, I think we need just one
window almost all the time. We will use for views windows only in specific situations, but about that later. This is the common panel. Here are all the instruments and objects we create in max. A lot of them are
mirrored or doubled, as I said, in other places. For example, in upper menu. We will pass to this panel
a few lessons later. This is the dynamic or
a big part of dynamic M. As we see it,
we can forget it. We will use hotkeys instead. This is a very important moment. It's not only about speed. However, speed, it's
very important. This is the animation panel. We will just point it out, but we will not talk about
the animation in this course. This is also an important one. This is the coordinate panel. Here lies the
technical, exact part. For us as interior designers, that cannot be skipped as well. We will talk about it in
the next lesson in detail. This is Mac script. It's for IT. This is
a scripting language, and we will not use it. This panel is the Vra panel. V is a plug in used
for photo realism, if you can say easier so. VR got its own lights, materials, settings, and other objects we
will talk about later. This is a simple
divide of the program. We will use these big parts
to understand the position of pieces we need in order to begin our first steps
in three D S max. In the next part, we will
talk about coordinates, and we will begin our first
steps in understanding the three D space
and exact objects.
5. Understanding 2D, 3D and principle of round objects in 3ds max: Coordinate system
or coordinates. Every project consists
of at least one object. However, objects in the scene are in the majority
of cases a lot more. I'd like to try to define what do we have and work
with from the start. If we would divide that object or objects
into smallest parts. In PridsMx, we would
get the elements that Max uses to build every single object that
we see in the scene, either a sofa or
a whole project. But before we begin to
talk about geometry, I'd like to point out a
rule that would certainly help us to understand the core of the whole
geometry in general. There are no round
objects in max. I'll show an example
for visual purpose, A how do we begin to
work, we will talk soon. For now, this is just an important moment we must
consider and understand. Let's say for example,
we have a sphere. We will know that the sphere
is a perfectly round object, it feels like it's actually so. But if you take a
look at the edges, you will notice that
there are some jag edges. Although they are not so
visible, still they're present. I'll use for now some functions we will talk
about in the next lessons. For now, we just analyze how the program
works and things. If I will take a look
at the same sphere, using a special wireframe view, I would actually see
that the sphere is divided into surfaces that link between them and create a whole object, and
more important. We can actually count
those surfaces. I will open the options, roll out, and we can see a
feature here called segments. If we begin to change
that parameters, we see that the sphere
surfaces change as well, and the number written here is the same number of surfaces that form the spheres pend roundness. If we can call that so. There is one more feature
here called smooth. I'll double the sphere just for the purpose to see
visually what is going on. If we uncheck that option, we can see that the
sphere is no more around. I got surfaces. Well, computer as everything, also got his limits
of power and memory. If we would push it to the edge, we would get a technical crash. Now, try to imagine that we have a big project
that needs to be done. But the technical
limits of our computer cannot allow us to
load that information. That's why, for that purpose, we develop methods that can
push the limits further. Yes, the limits
are still present, but using optimization, we can use the resources of our
computer at a higher level. Let's imagine that the
computers limits are like a truck that can load only that volume that
fits in the tracks box. Well, when for example, some one wants to
carry furniture, it's more productive to take it apart and then put
it together again. In that way, a lot more objects would fit inside the tracks box. Still the box itself
remain the same. It's very like how optimization instruments
work in max, and not only. The same with the sphere, we can increase the
number of segments, and our sphere would look
more and more around it. But at a moment, there is no visual difference. I'll show another
example of optimization. After that, we will
talk about coordinates, and this is a very
important one. It will interfere in
almost every project. It's called interpolation. Let's say we got a circle. Again, what I'm doing now, we will discuss later. I showed this just for understanding the essence
of what we will be doing. We all know that the circle
is perfectly rounded. But if we will take
a closer look, we can see that
the edges are also jagged and we can even
count those edges. A circle consists
of four points. Name quadrants. Between any two points, we have a quarter circle. Okay. That is supposed to be rounded perfectly rounded as the
radius of a circle is equal. In the circle options roll out, we have the
interpolation parameter. It's got a number of steps. By default, they are set to six. But if we would change
that number to zero, we would not see
the curve anymore. It became a straight line, and that is because
we got zero steps. If I would set the steps to one, one point equals one step, then the program,
we will try to draw the circle using one point or actually the quarter circle. That's a portion
between two points. These are two equal parts, and we say, well, that's not a circle, although the program see it as a circle. Even if we see straight
lines or jagged, If I would increase the
number of steps to two, The same principle apply. Only now the divide is
made by three, and so on. When do we stop to increase? Well, that's a very
good question. By default, the program
is using six steps. It is considered that
the circle looks very similar to a circle,
having six steps. If we need more, we
can increase that. But at least for now program
is using the optimization, and that optimization
is using a mid level. While we see the circle around, we are not overwhelming
our computer. Maybe one object would not
overwhelm the computer. But when we have
a lot of objects, this might create delays
or even the crash. Another question would be, when do we increase the number
of values higher than six. We will talk about
that a bit later. I will show that in examples. But for now, I would just say when we begin to lose
the visual difference, that is the level where we stop, and that is the principle
of roundness in prides max. Okay. As a second step, if we analyze the edges, we can say that the
straight lines consists of two points in space that
are linked between them. Breaking it down to the end. The smallest elements
in max are the points. Actually, everything we see
in max consists of points. Points, form lines or edges,
edges, form surfaces. The surfaces that
link between them in max and not only
are called mesh. We will cover that later. When we will get
to the polygons. But for now, I would like
to talk about points. What do we know about points? Point is the smallest
element in geometry. It doesn't have size or volume. It got just a position in space. Probably anyone saw this. It's called two dimensional
cartesian system. Okay. This is a method used to detect and draw the point or the
points in a project. We got two x, x and y. We talk about d.
The intersection of these xs form the
initial point or 0.0. We will need that a lot, but about that later. Using a measure
system, for example, inches or metric system, we draw on those x
equal measure units. If we are using inches, in that case, that would be 1 ", two inch and so
on and that would be minus one minus two
minus three, and so on. Same with y, one, two, three, and down minus one minus
two minus three, and so on. Let's see, for example,
we have a random point. First, we count on x, and then we count on y. And by that actions, we determine the position in
two D space of that point. We can add the third xis. If we have volume present. In that case, we begin
to talk about three d. The principle of writing down the point
position is the same, even into d or three D.
In the previous case, we can say that x
is present two. But for that point,
is equal to zero.
6. Coordinate system and object pivot point in 3ds max: Okay. Let's take a look at max. The grid you are seeing here is actually this system
applied in preds max. That's the x x is, and that's the y. Dimensions of the measure unit can be
set to the desired one. For this, we will use
customize Unit setup. Here we can choose between
metric system and inch system. Still, it's not so important because the principle
remains the same. Now finally, let's
take a look here. Here is the coordinate panel. Also, we compress F 12. This is the part that gives
us exact movement and not only everything starts here for an interior
designer at least for sure. We've talked about identifying a point in space
using axis system. Well, this is a continuation
of that principle. Here we see the axis, and every axis has an input. Depending on what mode we find ourselves at the moment.
There are four modes. We will talk soon about them. That input is highlighting. Now let's talk about move
option or move mode. It's the most simple one. For now we are
looking to understand the principle that
lies beneath the way max is thinking and understanding the way max
is moving the objects. It's the key to begin to
design exact objects. Now I'll point out a
few buttons we will need for this lesson and
a few next one as well. Five things. First,
create Second, modify third box four, move and five coordinates. Create. Here we can create
everything we create in max. Second, we'll be modify where we modify everything
we already created. We need to remember
these two buttons. We will use them very often. The third button
is the box button. This is the first most
simple solid object. We will use it very
often for the start. This is the move option. Or move button. We will actually use a hot
key button that later. It will help us to move any
objects, including the box. Finally, this is the
coordinate panel where we can track and see the exact
positions of our objects. From the beginning,
we have to create something because max is empty before we move or do any transformation to a
specific object or objects. We select, create as we want to create something and
then choose box. This is what we choose
to create from the list. We click a point
in space and then drag while holding our left
mouse to opposite corner. In that way, we show the program at
the bottom of our box. When we established the base we drag the mouse up to
define the box height, and click one more time, left mouse to finish our box. I max, left mouse always do
active options like picking, selecting, moving, rotating, scaling or
other options as well. While right mouse always
gives access to some options. I will repeat that
process one more time. But for now, I'd like to point out a very
important detail. If you see While I'm
defining the base of my box, there is a point that lies
in the middle of the base. It's still moving because I hadn't choose the
opposite corner yet. When I click, you can
see it remains still, and then I can finish my box. This is the point called pivot point or
transformation point. There is one more thing
I would like to show. If you observe while I'm
creating the base of my box, it gives a feeling like it's moving on an invisible floor. Well, the grid you see
here is meant to give us the feeling and visual sense of the plane that we will use, and we will name
simply the floor. We can create objects anywhere
even outside that grid. It doesn't matter.
That point we saw in the center pivot point is
remaining on the floor. Even when I do define the
box height, why is that? Max, the system is always
using that pivot point, we also call
transformation point as the position in space from where all the
transformation object will suffer, will be done. For now, if we try to
move our box, well, the moving will be
done from that point, if that's a point, that point must have an exact
position in space. We can see it here. We can try to ungroup or unlink that point
from the initial box. By default, they are linked. That's a function
we will use later. From the start, we
think in reality, if I take a box, I'll just take it and
put it in another place. Well, computer doesn't
think that way. He must know from what point to which point he
has to move the box. When we drag the box, we are actually
moving not the box. We are moving the
point, pivot point. It's like an object's heart. And the box being linked to this point or Pivont
point moves with it. Here in the coordinate panel, we can control the exact
distance of that move. If we press F 12, we get a box. We see here two options. First, it is called absolute and the other
is called offset. We can also see that
button over here. It does the same thing
with the coordinate panel. We can actually say that the
coordinates got more types. For now, we'll talk
about the first two. They are the most important
absolute and offset. To explain them, I'll
need to show an example. This is the modify panel. Here we modify everything
we've created before in max. I'll modify the box and give
the box exact dimensions. Let's say for example, eight, inches by 4 " and 2 ". Also, I'll put the
box in zero point. We used to say that the length is the biggest
part of an object, and the width is
the smallest one. Well, a max it's not really so. Max always understand the
length as parallel to x, and the width always parl to y. It doesn't matter if the
object looks bigger on y or x. For max, always the
length is parallel to x, and the width is
always parallel to y. And there's a hot key I will
use to replace the box. I'll press right click
above these small arrows. We call them spinners. If we press right click
above any spins in max, Max will set the value to
zero or to default one. In most cases, it will be zero. I will use right click on x, y, and z to establish the pivot point in 0.0
of our coordinate space. Now, for example, I
would like to move our box one g. Using x, for example, we will take
x just for simplicity. Max is like a sphere, and the grid you see here, it's actually the center of that sphere. Now
I'll go further. Okay. Max is
simulating our world. This sphere is nothing more but the projection
of our real world. We can say that box pivot point is in the center of the Earth, we say that absolute mode or
world mode is always using that center of the Earth to specify the position
of an exact point. That's why when we
right here, one, meaning 1 " and we press enter, we get 1 " distance
from the zero point, and it remains still. Well, the offset mode always uses the pivot points
position as 0.0. Meaning world is changing. For example, if I
would use offset to move our objects 1 " also on x, I'm writing down one, meaning 1 " and press enter. We can see that the box moved, and also the offset reset
it to zero, why is that? That's because the offset
is considering zero point, the point where the
object is right now or the pivot point of
the object is right now. It's like a dynamic zero point. The first one absolute
doesn't move, and the second one
moves with the object. For example, if I would add 2 " to our actual position
using absolute, I write down two, We get 2 " far away
from the zero point. That is the main zero point. If I will write down
two using offset, it will actually
move 3 " because it's added two plus one
we've entered earlier. That is the difference
between absolute and offset. I will show more using examples
when we get to practice. That will be soon. The main idea is that they will
do the same thing. Only difference is how comfortable is to
use one or another. Still, the result will
be exacted and the same. Coordinates are crucial for us. Without them, we would like the instruments that we need
to create exact spaces. First, we will begin by creating standalone objects or
compositions and step by step, will pass the interior tasks. By the way in interior, they do the same
like they are alone. Only difference is
that in interior, there are a lot of objects, and our duty is to make them
be in the right places, so they combine between them and also form a visual
pleasant composition.
7. Main list of hotkeys in 3ds max: Hot keys. Before we
begin our practice, we must take a look at the
dynamic of three DS max. Understand how we
are going to move, navigate approach, and examine objects we've
created before and so on. First of all, let's
take a look at the whole list we will need for the start to begin to work. This is a list of hot keys, and I got a very important
moment to point out. Beginners don't want to use the hot keys as they create an unknown
tension from the start, they feel more comfortable
to use buttons. First of all, because
they are visible and easy to understand and use. On the first side,
it appears to be so, but when I began
to work Freds Max, I was in that category two. I was pushing buttons. It felt more comfortable indeed. But on the other side, what about the results? Now, I understand if I had used the hot keys and the right
principles from the start, I would have reached the
results a lot faster. I mean a lot faster. I could tell more. I had a
issue I had to get over with. I had already got
used to push buttons, and it took me a lot
more time to forget those habits and also got
used to the new ones. For the new students, it's a lot easier to
learn the right method from the start and
not to bother at all. It's the most productive one. It gives two or even
three times more speed and it will get more comfortable
as you get to use it. You get to feel that
in the process. So in conclusion, no need
to learn other method. This is the most productive one. Let's see what this
list tells us. First, we have four
modes, select, move, rotate, and scale that we
are always using in max. We cannot be in two
modes at the same time or be outside of
at least one ever. The first one is
select or selection. We will use it not so often that because move does
two things at a time, it selects and move. However, we got selects one mode and we will talk
about it to see its basics. These are the buttons
that define select. You may ask why
move is defined by one button while the selection
is defined by a few. Select is composed of
different types of selection. First, we've got a filter. Again, we will not use
them at least I don't, and I do manage to create
without them everything I need. You'll see that in the process. However, I must point them out. At least for superficial
understanding how Max thinks. Next one is the select
button, hot key que. If you notice in the corner, some instruments have
a little black arrow. It opens up a few other options. For select, we can see
it got five types. We can choose them using mouse by holding and selecting or
by clicking the hot key. Almost all the time, we will be using rectangle. Next. We have this button
here. Select by name. Okay. It selects any objects
in the scene by its name. We usually use it when there are a lot of objects
in the scene, and we need to select details, and one more button
window crossing. By default, we can even see
by the drawing what it does. It selects any object, even when you select
just a part of it. If we push it or activate it, then to select the object, we will need to select
the entire object. This is the selection in max. Next one is move or W. We already talked about move when we talked
about pivot point. It's moving the pivot
point, if you remember, and the object being linked to that pivot point
moves with it. For example, in Ahead, we have to define the
pivot point every time. This system is more
common to max. Anyway, the result is the same. We use move all the time as the initial position or
mode we find ourselves in. As I said, it selects and
move at the same time. That's why select is
often left behind, move is like two
functions and one. We also see that we are in the move mode by this
axis x, y, and z. You can make them
bigger or smaller by using plus minus
from keyboard. But for now, they are
okay. One more thing. Yellow color you see indicates that a specific axis is active. We will talk about axis
constraints after a few lessons. For now, the basic of the
principle is that if I move, for example, on x, then x is yellow, meaning that it is active. And also, my object
doesn't move on y or on z, it's constrained by x x, like moving on a
straight railroad, and also the same
with the rest of xis. We can also use two
xis moving at a time. But about that later. Last thing is coordinates, we must control to get
exact movement if we need. But there will be tasks that we need a
more artistic approach. However, all the
people divide into two categories artists
and technical persons. Artists tend to work as
painters all the time. While technical persons need exact dimensions and
requests all the time. But we must keep a mid balance between
those two features. No one is a perfect artist or
a perfect technical person. The only thing that makes the difference is the
percentage of balance. Next one is rotate or. If you remember I told that
when we switch between modes, we see different
inputs in coordinates. Rotate is very simple. It uses a number of degrees
to turn the object, and xs change as
well as you see. We must use for now
only one axis and avoid screen type rotation
or free rotation. Later on that. Number of degrees and the exact turning is something we will
talk about soon. Last one, scale. Scale is the mode be used for
a more artistic approach. We can see also it
got the black arrow, meaning it got more types. We will need only the first two. First, uses all xis and second uses one xis
apart from others. There is a big issue
why scale is not compatible with dimensions
and exact situations. Let's say for example, we got the same box 842. And if we use F 12, we see that using offset, we've got an option
that says 100% weld. Well, if I would write down 50%, my object would get two times smaller exact two times smaller. But in the options, we see no difference now. If we look at the absolute type, we see that using
the first type, as I said, it uses all axis, we see written 50% on all axis. It's like a coefficient
of scale that tells us that max see
object eight four, two, but all the inputs are using
that coefficient of 50%, meaning that now the
box is actually 421. That's why scale is a bit confusing, especially
for beginners. We will use scale, but I'll
show you what situations. At least for walls or other exact objects,
we will not use it. By the way, the
second type that uses one axis do the same
only on one axis. Next one is arbitro
The button does this. Please do not
confuse with rotate. When we use orbit, we are
moving around the object. The object itself doesn't move. While when using rotate
object, it's actually moving. We can say that orbit is
like a point of view. Try to feel the softness of
moving around the objects. By the way, we must
look at our objects or composition all the time
from different angles. In that way, we begin to get a more complex feeling of
volume, space, and proportion. The scroll mouse alone
is doing what this button with the
hand drawing does. It drags our sing. Last button is switching
to four window view. As I said, we don't
need that for now. We will use that when we'll
establish our cameras, for example, later on that. The bigger working space
is or window, the better. Get a big screen for yourself if you plan to work
as a designer. The bigger the project, the
bigger the screen is needed. That's for comfort, although
that is very important. Last one here is the Zoom. Other buttons are not
so important right now. You will not need them at
least for beginning for sure. That's how Zoom works. If I don't have any
objects in the scene, pressing z on keyboard, we'll reset our grid. If I have unselected objects, then will zoom them all. Third, if I have selected
objects or object, then Z is going to
zoom only them four. This is crucial while modeling. You must always control your mesh while you are
creating something. A four, you can keep
active all time. It gives a feeling of volume very important at the beginning, and three, we use to
see through walls, for example, and not only, I will better show examples. These are the main hot
keys we will need for now. We will talk about others later. As I said, we must use them to get a pro
level from the start. You will understand that
later in the process. Next, we will talk about our first objects and get
to our fast practice. Okay.
8. Understanding mesh, vertex, edge and polygons in 3ds max: Mash. Mesh is called the base material of which consists every single
object in prides max. It's like the skin of
the object in a way. If we would take a
box, for example, and look inside, we would see
that it's actually empty. What do we know about
geometry till now? We know that object
consists of points. For example, a box
got eight points. They are called, if
you are talking about 1.1 vertex or more vertices. We know that every
point got coordinates, and we can see them here. Between the points, we have
lines that connect them. We call them edges, and lines form between
them surfaces. We call them polygons. Finally, all the polygons
between them form the mesh. The mesh is a whole of object or a piece of
the whole object. Depends how we are
talking about it. Anyway, mesh is a whole made of vertices, edges,
and polygons. By using certain rules that
are based on optimization, we must keep our
mesh not too low. I'm talking about segments, and also not too high too low, we begin to lose detail, too high, we are overwhelming
the computer resources. There is a visual k level that
shows us all the details. Still, it doesn't get too high, maintaining the mid level, the ok mid level. For round objects, if
we can call them so, we must not forget about smooth. The mesh density also depends on what type of
object we are talking about. Let's divide our objects and max so we can get an idea
of how they act. First, parametric
versus non parametric. Okay. Object act in two ways. First, a lot of them
got parameters. Then we say it's a
parametric object. After we establish the
parameters we need, we get an end of options
for that object. In that way, we must convert it to another type of object
that's not parametric. By using that function, we lose xs to our initial
options, objects options. But we got now x to some functions that were
not available in the start. They help us to get access
to objects details. But we will talk about
polygons when we get there. That will be the third
part of the course. The second type
of divide will be solid objects versus lines, or we can call them splines. The first difference
between those two objects is that solid objects got
volume while lines don't. Lines are somehow just
the edges of the object. They got now polygons, they got now volume, but still
they are very important. We will talk about them in the
second part of the course. The mesh is very
important for us. First of all, in the
way it's billed. In that way, we understand
how we get to work with it, and also it depends what
we are trying to obtain. There is one thing
that mesh must not skip and reveal for sure, being at that k mid level. These are the curved objects
and the edges of an object. Here lies the big part of realism that's going to
develop visually in it works. It doesn't matter
what we are building, a chair or a whole kitchen. I'll show an example. If we can take a look
at a chamfer box, and at a symbol box. We can see the difference
between the edges and more important how light
interacts with them. In reality, every object we got an edge Herd At
least that's how we call it and it doesn't have
edges that are perfectly straight like they had
been cut with a blade. The interaction of
light and objects creates what we call the
volume and the space depth. There is something
I'd like to show. There is an image that shows very clear what we are
seeing on our screens. We actually see the
two D projection of virtual three D volume
inside three DS max. We will always see the
volume in that way. Although there is one
factor that interferes. It's the camera and
the angle of view, we use to visualize our objects. We will use it for sure, but we will talk
later about cameras. For now, we're
just going to form the necessary type of thinking
to analyze three D space.
9. Create and modify panels, Standard primitives in 3ds max: Create and modify. We've talked about create
and modify buttons a bit. Just like move mode, they are the same
initial position for creation of our objects or
projects in three S max. Actually, it doesn't
matter what we are doing. We will need them always. We said that create even
the name confirms it is the section that
we use to create everything we create
in max and modify, is the section that we use to modify what we've
created before. Before I get further, I just wanted to
point out that we got six general
sections up here. For now, we will only
use the first two. We will get to use the third from the next
part of the course. The rest are more linked to other parts of max such as
animation and not only. Will not need them at
least for interior design. Those six general sections
are divided in subcategories. For now, at least
for this course, we will need only the first
two general sections, and we will look only at them. First one, create divides
into seven subcategories. We will need for a big part of the full
course, only the first four. I'll point them out first. Geometry. These are
the volume objects. At least the ready ones. More complex volumes
must be created. They also divide.
From this list, we will need only the
standard extended primitives, and compound objects. We will use just one
function from here for now. I'll show later in this part. The second one is shapes. We already said that shapes or lines Mx and not only
are called splines. Third, the lights, and
fourth other cameras. By the way, if you
remember our project plan, they are exposed in the
same water we saw there. For now, let's see what
types of primitives we got. First one is the box. This is the most used one. That's why it's the
first in the list. This can be anything that
repeats a box shape. Even a wall of our future house. By the way we can set
the exact dimensions. But we do that using modify. Here, we create and modify, we change sphere and the rest of the objects are well
known simple objects. We know them from the
first geometry lessons. I won't stop too much to
talk about simple objects. We will just point them out, but there are some things I
would like to say and show. Objects may have
different settings depending on how they look. But there are some common
settings that you can see in every object
like dimensions, segment input, smooth
option for round objects. Okay. And down here we
see two checked options, generate mapping coordinates
and real well map size. These are the options that show the future applied materials on that objects because materials, same as the points got
their own coordinates, and textures got
their own exact size. We will talk about
that a lot later. But I just wanted
to clear everything you see here in these
parameters options, as they are, as you remember, parametric objects,
at least for now. The next one is geosphere. The difference between
the sphere and a geosphere is the mash
structure. Cylinder. You can see in the options
that the upper part named P also got segments. Later, I will return
to this moment. Next one is tube. This is like a pipe, Taurus. It's like a ring. Pyramid T pod. A lot of people ask why
do we need T pod in max? It's four tests, especially
light and material tests. Plane, we will need that later. I guess the box
and plane are the most used one from here. Finally, we got text object. Not so important for us. In conclusion, everyone that is new to Max as a
homework must open max. Take every object in this list and check all
the options using modify. In that way, you
will get to know better the first
objects you will going to use and also begin to use hot keys to navigate
and move in max. I guess the second one,
it's more important. It will get the feeding, how we move and work
in max in general. Options are not so complicated. They are actually the
most simple ones. In the next lesson, we will
begin our fast practice. Okay.
10. Loading reference image for 3d modeling objects in 3ds max: Loading reference or image. In every practice
that we will have, we will need to see the
object we need to model. Every object that must
be simulated in max from reality has to
best two conditions. First, it must be in proportion, second, it must be
in the right scale. Only then we can tell that
the object is one to one. The same as the object we try
to recreate from reality. First, let me load the
image and I'll explain. There is one thing we must
consider before we proceed. If you remember are
told that length in max and width are always
the same dimensions, no matter if our objects
looks bigger on x or y. Length is always parallel
to x and width to y. Now, the same principle
applies here. We create a plane initially
with random dimensions. Then we go to the
map where our image lies and bring the mouse
arrow upon our file. After a second, we will see
its dimensions in pixels. Attention, please. These are not inches or other
real dimensions. But the issue we get using
our length and width of our image is the same as if
we would use real dimensions. Only difference is
that the pixels are a different
measurement system. Next, we remember those numbers and we write them in
the modify and max. Only thing we must
change is their order. That's because x is
always the height. And y is always the
base of the image. No matter if the image
is bigger on x or on y. They remain always the same. Now, we drag our image on that
plane. Be careful, please. Do not drag it on
the empty background because it will do other things. Our plane must be in shaded view or a free
must be activated, so we can see the volume. Well we drag the
image on the plane, the plane having exact ratio, we load our image in
the perfect proportion. That's why this is
the first condition. If we are out of proportion, our image or object
will be deformed, meaning that we are
out of proportion, or the dimensions will no
longer be as the original ones. Second point, it's about scale. You may enter your right
dimensions for an object, but you may say the object or the image looks
bigger or smaller. Well, that's about scale. If the object is in proportion, then bringing it
in the right scale will make him to be one to one. With the real object, we want to create a model. We will talk a lot about
proportion and scale, but that will be as we proceed. For the start, we
need proportion. Later, we'll talk about scale. The last thing I would
like to say is that we use that technique
for artistic approach. When we model walls and not
only, we will not use it. I'll show in examples.
11. How to quick work with selections and copies in 3ds max: Hot keys part two. Before we begin our practice, I want to point out a
few more hot keys and button combinations we must use to work in the
fastest way possible. Right click Cancel. Okay. If for example, I want to create something, be that a box or whatever
other object, and not only. When I press the button
to create a box, we enter into a sub function. If we can call it easier so. While the box button is active, I will be creating boxes until I close or leave
that sub function. I can press escape,
that's one option, but it's more easy to
finish with a hot key, right click, like so. Also, right click cancels almost all types
of subfunctions. Next one is control
adds to selection. For example, if I got a few objects and I want to
pick only specific ones, I can hold control and select
that specific objects. After that, I can modify
them.For example, I can move only the objects or rotate or scale, and not only. Next one is out. It removes from selection. Sus control, only vice versa. It's removing objects
from selection. After that, we can also modify that just like we
did with the previous ones. Next one is copy. There are three types of copies. We can copy an object
in the same place. We don't use control
C in order to copy because this code
key creates a camera. We just press Control V with
selected object or objects. We can also copy by holding shift and dragging the axis
while moving an object, rotating an object or
scaling an object. There are three types of copies. We will choose only
simple copy or instance. Reference, we will not
need for the start. Simple copy is just
a simple copy. Instance copy is a copy
that keeps a bond with the previous copy and modifies
exactly as the original. For example, If we got a few lights that are the
same type in an interior, we can make them instance. So when we adjust the intensity, we won't have to do that to
every light individually. We adjust one light and all others adjust
to the same input. As we proceed, we will talk
about more hot keys. Okay.
12. How to start to 3d model in 3ds max?: Okay. First practice. First practice will
be very simple. We will use just an
artistic approach, just as if we would
draw by hand, like a sketch, and step by step, we will add instruments to make that result look better and
technically more exact. But for the start, I do always begin with
students free drawing. In that way, they
don't feel from the beginning that this is
a very complicated process. For this purpose, I
selected a few images from Internet and you can follow
along and do the same. I'll explain for the start
what we are going to do. These are the most simple
objects we can find to begin. I know that there are
more simple shelves, but modeling just
a straight shelf would not be our example. That would be just too simple. The shelves you are seeing here are composed of three elements. We need to model those
three elements and then put them together so we can
receive a complete shelf. For the start, we will use box. These can actually
be free boxes. Only difference is that they
got different proportions. We will assume
that the material, it seems to be
like painted wood. Got the same thickness. Only difference is the width of the pieces as the length
is also the same for all. For now, we will model them as a hand sketch
without perfect fit. About how we will
join them perfectly. We will talk in the next lesson. Now the goal is to model the shelf very close to
what we see on the image. We will talk about exact
objects as we proceed. I'll try to model that, and then we will talk about it. We need the reference to
see the initial image. For that case, we will
create a plane and we will input the dimensions of the image as we talked
in the previous lesson. We will rotate our plane 90
degrees and put it a bit back so we can see the reference and understand what
we have to model. The most important
thing is that we must see the proportion
we need to create. We select box and begin to
model in front of our play. We create a box again, for now no dimensions.
Later on that. As this is an artistic approach, we will use scale
to bring our box to the desired visual proportions or we call them dimensions, whatever. Something like that. Let's select our box. I'll move it close to our image, and let's try to
find our proportion. For now, as we will not use dimensions, we
will use scale. Let's try to scale it
on x and on y as well. Try to feel the proportion from the image and apply
it to our box. It's very close,
something like this. I'll pick the second box, and let's do the same. Let's use scale, and we
will have to attach or set our box as we see in our image on this portion
of the first element. Let's scale on y and we will
do as we see on the image. Try to feel the proportion that you are seeing on the image. Let's use move. By the way, we will use hot keys. I'm pressing now move as a button as this is
just a practice, first practice, but
for the future, we will use hot keys. Now let's kill one
more time on y. So we can find the details. So we can find the
details of our box. Let's pick up a third box and as well in style it as
we see on our image. We will use copies of, but that will be a bit later. Now, let's use the free boxes. Okay. Let's use the proportions, and let's instyle our box
on our initial first box, our initial first
element, our shelf. I'll scale a bit and let's move. I know it's a bit imperfect. We'll get to that.
We will use snaps. We'll talk about it soon. Let's make our
final adjustments. It's very close. Maybe I would add a bit of
thickness to this element, and let's adjust it. Don't worry about
that imperfections. We will get some to
exact instruments, and we'll get rid of that. Well, it's very close. Maybe just a bit to scale x. And here as well. And I think
a bit of thickness so that. Let's move it a bit.
Well, it's very close. Keep in mind this is
like a free drawing. We will use this only
for our first practice. We can assign a material. This is actually not materials. We will talk about that later. These are colors, but let's say for now that
this is a material. If you remember our five
point initial plan, we first define what
we have to model. Next, we model. Next, we use lights and cameras. For now, Max uses a default lining and the camera will be
our standard view. These all are a
simplified version of what we are going to do. However, we begin to
stick to that process, so we get familiar with it. I know that the shelf
is not perfect. We'll fix that in
the next lesson. But for now, this
is the principle we'll use to model
our future objects. You may ask why we model something that has
no exact dimensions. I can tell you that
there will be a lot of situations when you'll need to model a lot of things
you won't have. I know that there are
three D models libraries, but don't forget
clients are full of surprises and the desires they got are far beyond
library's capacity. That's why a lot of times you'll need to model things
that you don't have. There will be situations
when you'll need only to remodel something
from an existing object. For example, like a kitchen. Client may say to you he
likes that type of kitchen. But the position he got in
his house is different. You take the style and
the ready elements of a ready kitchen remodel them so you can get
the same kitchen, same style, but now it's
adapted to the client's plan, and also fits his
real room dimensions. That's just one of the examples. In the process, you'll
see that you'll get a lot of similar situations. Next, we are going to talk about snaps and we will
try to model once again the shelf
using dimensions and instruments that will help to
fit perfectly the elements.
13. Snaps or how to fit exactly 3d objects in 3ds max?: Snaps. Snaps are the instruments that we will use very often. They are the core of the exact
construction and modeling. No matter what we are creating. There are actually four types, but we will need
only the first two. These are the hot keys. First, object snap. Let's say, for example,
we've got two boxes, and we want to fit
them perfectly. Corner to corner. For this, we will use snap object snap. It's like a magnet. You can even see it on
the button drawing. Let's take a look at it
settings. We will press right. We have here a bunch of options. For now, we will
need only vertex. Unlike Autocad, we can
keep all the snaps active and Max all objects
will jump if you do so. We will check only vertex. If you remember vertex
is equal to point, meaning we will use our
points in the scene to fit perfectly like a magnet that
drags a point to the other. That's how it works. Here are some other options. I will talk later about them. The second one is angle snap. Well, this you can
keep active all time. In the settings, you can see
here written five degrees. We can leave the default. That means that when
we turn the object, no matter on what axis, we snap to every five degrees. For example, five, ten, 15, 20, and so on. Let's try to model the
previous shelf using snaps.
14. How to use 3D Snap to model exactly a 3d model: Homework. First of all, I would like to say
that first steps in whatever activity are usually
harder than the next ones. Different types of
questions appear. What if I don't manage
to do that, and so on. Till now, we discussed everything you need
to know to begin. You must use the
knowledge, hot keys, and keep the desire of achieving
results at a high level. The results are not always
perfect from the first try, but you must be
patient and keep going until you reach the same result as you see in the lessons. The tasks will grow, so must get used to the process and very
important, don't give up. Homework. It's energy demanding. There are people who get tired and not thinking
to pass over that. You can keep your homework. This is the workshop where
you become a designer. After you will accomplish all
the tasks from the course, when you look back at
these first exercises, you will understand that
they were very simple. The hard ones just begin. But this is the base that
will prepare you to be ready when you begin to face
the first real projects. You must learn the brushes, as we call them at a level where you don't
think anymore about them. Instead, you'll be thinking
at what you have to do to solve the projects questions
and very important, learn them now, so
you don't go back. Let's get to practice. In the previous lessons, we've learned how we load
an image as a reference. In that way, it's
easier to model because we see it straight
and not looking at it. In another window. Let's
load our first image. By the way you can find the
images in the attachments. I've picked some random simple
images from the Internet. We draw a plane and
remember the pixel ratio. I've got sometimes bug. I must switch the facets
viewed to see my image. You can skip that. We check real well map sites to see imaging fully extended
on the plane. We put the pixel ratio. The plane seems to be very
big. That's not a problem. We are using just
proportion for now. Later, we will scale it down so it's more comfortable
to navigate. We rotate it 90 degrees and set it in the
front of our grid. We use angle snap. Our shelf is composed of
three pieces or free boxes. We will try to model it
using real dimensions. So you get a feeling how real dimensions apply
in max in general. But that will be just
one example for now, as we will talk about
dimensions later. First, we draw a box
from create panel. Then we go to modify panel and input the real
dimensions there. When we use real dimensions, We always use modified
panel and avoid scale. First, we input the thickness. Let's assume that we got
2 " just for simplicity. Next, we'll have to
adjust the width as the thickness will be
the same for all pieces. We look at our image, visually appreciate
the proportion, and we get a feeling of how
much we assume the width is. We can always correct that if the input is
too big or small. Let's see now 8 ". Same with the length. We
try to appreciate first, the input, then we
look how close we are to the visual
proportion from the image. Something like that. We will
copy attention not instance, as our thickness and
width are the same, so we don't input
that one more time. We rotate the new piece to
put it above the first one. We have to adjust only
the length because after rotating length remains in the same position as
we created the object. We will copy as instance. So the second part is the same. We'll snap it from both sides. Then we will appreciate how it looks compared to the
shelf on the image. Remember as a rule,
we always go from big parts to details
and not vice versa. We snap we've
activated vert snap. We drag when we see
two cross symbols. That means that the snap
is ready to drag exactly. Same with the second piece. We adjust one piece, the second one being
instance adjusts as well. The process is very common like a painter process to draw. We draw, and if it's too big, we raise a bit and keep doing
that until it looks fine. If you remember our project
structure, we can say that. Id of the sketch is decided. First step. Second one, model is ready, light. We use default light for
now, fourth materials. We click on the color
panel and we will choose a material.
That's not a material. That's a color, but
we will assume it is. We establish the shelf in
the center of our screen. We can use Zoom if it jumps. That will be a simplified
camera in style process. Finally, we will render
to obtain the image. About that, we
will talk after we finish our first
homework package. In that way, you can
understand the whole process. Of course, very
simplified for now, but still the structure of
any project is the same. Let's get to the next example.
15. How to 3d model using a straight view of a reference: Okay, let's get to
our next example. I'll create a
plane. Let's choose this shelf, this wooden shelf. We will have to
remember our ratio. I'll drag it on our plane. Let's uncheck our
real world map size. Let's put our ratio. We will not bother with
the dimension that we get. Don't worry that the plane is too big. We will get to that. For now, we need
only the proportion. For now to have our
object one to one, we'll have to do two steps. First, we'll have to
get our proportion. That's what we are
doing right now. Next, we'll have to scale
it to a real reference. And after that, we'll
have our model in a real size in a real weld
size. Let's create a box. And let's start to
model our shelves. I'll raise a bit our image. First of all, as I said, we will not use dimensions. We will use our eyes, and we will have to scale it. Let's install it
close to our image. First of all, we have
no perspective here. If you can C. We will talk
about perspective a bit later. That's a very important
topic when our models are turned a bit and
they have angles. Now our shelf straight
almost straight, 90 degrees to us. It's a very simple way to model and we will
raise our complexity. Let's model our lower part. I will use scale on z axis
to adjust the thickness. And let's try to copy. I'll copy and not instance. Let's use free copies. Now, let's try to
adjust our free copies. Let's adjust the
width of our shelves. Now the next we'll have to
create our left part and part. Let's use. Don't
forget to switch. I autocad, you can
left them turn it on. I mean, the snaps and Max
you'll have to switch. Again, let's scale on x, so you can adjust the thickness
of that left element, and we will copy that. After we finish, Let's use snap first. Again, we switch between snap. Let's turn it off
and then again, let's turn it on and snap that. Let's snap that element
here. Well, it's. Now we have the back part. It depends what type
of furniture you have. Let's check snap. That back part you see only the front part
through our shelves. That's why it depends on
model of furnish you have. I mean the thickness
of that element. Let's assign it random
thickness and let's scale it. Usually those
elements are a bit th than the thickness of
our whole elements. Okay, let's scale it on y. Let's use again, snap so we
can snap it to our corner. Well, something like
this. We are very close. I'll save this model, and soon as we get to
render, we'll render it. It looks very close to what we see on our image
to our wooden shelf. I'll save and let's get
to our next example.
16. Understanding intersections in 3ds max and how to model intersected objects?: Okay. Let's get to
our next example. Let's create a plane and
let's remember our ratio. We have here
intersected objects, we have here
intersected shelves. And check the real
world map size. Let's input our ratio. Again, we will not worry
about the size of our plane. We will scale it later. The biggest thing here is
that we have perspective. The previous shelves that we modeled in the
previous lesson, we straight they were straight
90 degrees towards us. In this case, we have here
an angle and you can see it. And the fact that this
element that you see here, the lower element from where
we begin our modeling. It's a bit smaller visually. It's a bit smaller than the real element that
we'll have to model. This is called perspective, and I do suggest you so you can watch the
perspective lesson. It's a bit further, but
you'll have to understand the principles how to use
perspective in modeling. Without this, you will not be able to model angled objects. This is a very, very big topic. Now, you'll have to understand only the principles so you
can start to apply them, and step by step, you'll
get used to that. This is about trained, and this is about the
feeling of the Fred models. This is inevitable. You'll have to do this. Okay, let's start to
create our first element. We always start with
the corner and we will start here as well with our corner the lower
corner from here. And we will add somewhere
around ten per 20%. To our elements so it can fit the real size because the
element that you see here, the lower part, it's a
bit smaller visually, only visually, I repeat. For now, we will use this
intersection in a simple way, meaning that we will intersect our boxes so we can
get these elements, but it doesn't mean that you'll have to do
that in the future. In the future, we will get to instruments that
will correct that. We'll have to get rid
of that intersection, so we don't get artifacts
in our final render. One more thing, you have
to repeat the position of elements of the
furnishre elements as you see on the image. Try to learn using real
examples or real references. As you can see these
elements that we are modeling right now is
between two elements. So we'll have to
model it in this way. It's a lot easier now to
move just only one part. That's about polygons. We didn't get to that polygons
yet, but we can do that. For now, we will use
just scale to do that. Now let's use x z
so we can install our elements and adjust it as close as
possible to our image. Well, it's very close. Again, we have a bit of angles,
but we will avoid that. Let's copy the same
element and same thing, you can see here this
element on the image, it's a lot smaller because of the visual effect
of the perspective. Let's copy like we
see on the image, this element above our first two left part
elements like this, and the element, the second
element that intersects our shelves or doubles
this initial shelf. It's a lot smaller. Again,
this is perspective. For now, I will
group this element. The group creates a one piece that stands a selection that stands that remains
until we unlock it, and I will use only the corner, the lower corner of our element. For now, as I said, the intersection, we will
avoid that intersection. For now, we will leave
the model like this. We need to get to
more instruments to understand how to
avoid that intersection. For now, I will save
this model and we will render it in
our homework render.
17. What are chamfered edges and how they add to photorealism of 3d models?: Okay, let's get to our next
element or next model. Let's try to model
this wooden stand. I'll create a plane. Same thing, let's check
our real wheel map size. Let's input our ratio. We will create we will add
to this stand a new feature, we will add our chamfer
box chamfer edges. This will add to
photo realism and how the light will
interact with our edges. You can see here the chap box. It's very light like the box, only got the filet.
You can see it here. The fill it, it's
working with edges, and the edges
interact with light, and while we are entering. If we have chamfered edges, the light will be a
lot more realistic. We'll interact a lot more
realistic with our edges. We don't have perfect
edges in reality. We always have chamfered edges. They may be a bit more
or less chamfered, but they are always chamfered. As we said, we always
begin with a lower corner. Let's begin with
this lower corner. I'll bring the elements, close to our low corner. Again, we don't
have here almost, we don't have here perspective. We have the projection type, the 90 degrees towards us. It's a lot easier to
model in that way. It depends what image we have. Now let's try to adjust our box. We will add the Canford
edges a bit later. Now let's adjust the
box. I'll use scale. Keep in mind, we have
different instruments, including turbusmve
that works with edges, that's about the level
four of modeling, but that's a long way to go. For now, we are using
the most simple methods. Now one more thing, we have to watch close how
those elements are instyled. We'll have to repeat that
so we can get a reference, real reference, the maximum, how that stand looks in reality, and we'll have to repeat
that in a way that it fits as close as possible, our appearance of our model in our render. Let's use a copy. Okay. Now let's try to
install that copy here. Again, it's a lot easier to move just only one part and
now using the polygons. For now, we will use the scale. Keep in mind, we'll
have to add the edges, the Canford edges,
and after that, it will be a lot more
complicated to feed that. That's why we'll install
our general parts. We always go from general parts, medium parts and only
then we add details. Let's snap that here. We are almost close very close. Maybe just a bit. Just a little bit. Again, let's snap
that. Like that. Seems okay. Let's snap it one more time.
It's very close. Let's create the second
part, the right part. I'll create an instance
copy in that way. When we will add details, we'll have to add that to
one element and the other. In this case, just
one we'll repeat Okay, let's install the
that upper part above, like on the image. We've got the big part very close to what
we see on the image. Let's adjust a bit on y. So we can adjust the width. Of our elements. Keep in mind, we have
the black parts here. We will not do that. We have to get to
polygons to do that. We will skip that for now. That's about level
three of modeling. Now, let's use only
the instruments that we learn till now. I'll create a shelf. This
shelf will be between. Our main elements. We can say that these are the shelves and
let's install them. Again, I will call him. I'll install them using
our image reference, and I'll copy them
as well as instance. We will add a bit
later the details. Those chord edges. Using the image to
adjust the height. One one instance copy. Something like this. And now we have to install
those middle parts. Same thing, let's
use the chamfer box. Let's move a bit our main image, and we will snap
between those shelves. Of course, if we would
have dimensions, we will create just one piece using the dimensions
and we would copy that. But in this case, we
will adjust that only visual Let's use the
scale so we can adjust. There is an instrument
called the line. We will see how it works a
bit later in this course. For now, let's use midpoint. This is another
function of our snap. We usually a line. Well, we can use
the snap as well, but the line it's a lot easier. But we'll use only our snap. Same thing, let's turn on the
snap with the middle point, and we will adjust Let's grab the middle part, and let's install our shelves, the middle part between shelves. Same thing, we have
to do this for every single shelf as we
don't have the dimensions. And in that way, we will not obtain some holes between those main elements or medium elements.
Should I say. And the last part. Let's snap. Let's snap here as well. I'll add some thickness and our scale visual Of all those elements shod
be equal in reality. Well, almost done. We have to add those Ba parts. Again, as I said, it depends what type of furniture you have. Usually, they are a lot thinner. If we talk about medium or well, I don't want to say cheap. Furniture, but it's
some kind of economy. When we use thinner
elements, they are not seen. They are seen only
from the front side. Let's snap, again,
we use the scale, so we can adjust, let's
add some thickness. Let's assume for now
that they are they have the same thickness as our main elements as
our main furniture. Usually, they don't. Well,
it depends. It depends. Same process for those parts
that are covered as well. We look at the reference, our image, and we
will do that as well. Let's assign a bit of thickness and visually adjust
after that, let's snap. Okay. To left it. One more here. If you can see I'm
using the box, I don't see the reason
to use chamfer here. We will not get to
those elements. You can use it.
There's no problem. You can use the Chafer. Again, let's scale a bit
and let's snap that. And last, last one. Let's drag and let's scale. Let's add a bit of
thickness, and let's adjust. I'll snap this element here. Well, almost done, almost done. Let's sign. Let's
say, like a material. This is not a material.
This is a color. We'll get to materials, when we'll get to render. For now, let's add some
chan You can see here the chan you'll see that a
When we will get to render. If you use scale, you'll get some divisions
because of the scale factor. Now we will adjust the filt
so we can see the edge. You'll see a lot
better in the render. You can see even now that
light, how light interacts. It creates these small details when we will add some light. It will create small
shadows and it will add a lot to reality
to our photo realism. You cannot have as I said, perfect edges like they
are cut with a razor. Same thing here, the instance, and they will use this inputs with the elements that
they are linked with. Same thing here.
Let's add fill it. You can see instantly how those edges
interact with light. As I said, you will see that
a better when we will add light and when we
will get the shadows. Same thing for all our
elements here as well. Well, about field segments, you can use up to ten. I think it's enough. Some do use six like a standard, but you can use up to ten. More I don't see any difference. They are too small to
make a difference. This is our element. Let's save it. And
we will render it. You'll see those details when
we will get to our render. They will be a lot
more realistic when we will add light and when we will add materials and the shadows
when we'll appear. Okay. This is our element.
Let's save it and we will get to our next model.
18. How to avoid perspective distortion when 3d modeling?: Okay, let's try to
model another example. I'll create a plane. Let's
try to model these shelves. We've got two identical
green shelves. They are glossy. We will
add that a bit later. Let's drag that on our plane. I'll uncheck the
real weld map size and let's input our ratio. Again, the plane is a bit
bigger than we expect. We will scale it a bit later. Now, let's rotate and I'll
move a bit back our plane. First of all, we can see that we got perspective in our image. You can see that the closer
to shelf seems a bit bigger. That's because visually only. That's because of
the perspective, and we will also use the champ the chaper boxes to
create our elements, they will create and add
realism to our image. You can see by the way
on the image itself, where the green elements stack. You can see the shadows and the rounded corners
that interacted light. We'll try to recreate
that in our ender. We will start as usual, with the lower corner, with the lower left corner. Let's create our element, and let's adjust our scale on X Z the principles
of perspective, as I said, as we use, we will add a bit to our element somewhere
around ten 20%. This is the very most simple
method that we can use. Keep in mind, you'll
have to understand the principles of
perspective a bit deeper, so you can understand how to recreate the objects in
a more advanced way. Let's create the second element. We got the same thickness
of our element. We will have to adjust only
the height of this element. Again, the same thing, we've got an angle, and we will try visually to appreciate the
height of this element. I'll turn off snap so we
can move our element, and then we will
stack it or snap it. Maybe just a bit. Well, it's close. We will add the C details a bit later when we will finish all our elements. Let's adjust the width
of our elements. They are a bit wider. I'll grade in instance, and I'll snap it there. We have to keep in mind that
proportions are equal here. I mean the elements
between those shelves. We understand that
those elements are equal and I'll I only copy them, and I'll put them in their places so that
they can form our shelf. Okay. Again, we copy instances. We will add the details to
one element and that element, we'll repeat that for
the entire shelf. I'll copy this entire
element, and I will snap it. Well, something like this. Let's move a bit our image, we got that element as well, that chrome element as well. We will try to model it. It's a lot easier to model
that element using plans. That's about the second level of modeling. We didn't get there. We'll have to model it using
a let's say more simple way. It's a simple to create
a rectangle and apply fill it to its
corners and we will obtain that element
a lot faster. But for now we will use only the instruments
that belong to our level one to the
standard primitives. This element got the width, and I will try to fit that we can obtain
that chrome element. We will copy instance, we'll obtain that chrome element
that matches our height. One more per I'll use snap to match the
width of this element, and I'll add to the thickness. We can create the impression
that this is one piece. And this method
seems not the best. Well, it's not. We got
more advanced instruments, but we didn't get there for now. Step by step, we'll get there. Let's copy again, instance, and I'll snap this
last element here. We cannot obtain
that rounded corner that you see on the image, and we will have to create
something very close. Again, let's use our eyes to determine where
this element stands. According to the
perspective rules and the image and our
model of course. I'll let it fill it to this
element and to this as well. Here, it was supposed
to be rounded. Well, for now we will
leave it like this. In the boxes or in the standard
primitives instruments, we don't have enough
functions to do that. Let's apply a color to it. We will apply a material later. For now for simplicity, this will be a chrome I'll copy. And I'll try to install the
next element in its place. Here, we could use a line. This is an instrument that we will cover a bit
later in this course. After a few lessons. It installs on the surfaces
different objects. It's a lot easier to create
that or to use that. But for now, we will use the
instruments that we know. We will advance step by step. Now, let's try to find
the place of element. We can use another function. This is the constrain. It's something like a snap that it's constrained
by one axis. We can use one axis. We can grab a vertex. You can see that the x is
that we are moving now. It's active, meaning
it's yellow, and I can grab the lower
point of that axis, and I can snap it
right to the corner of our element using this function. It's another way to install
our elements on surfaces. But I think with a line,
it's a lot easier. We will get to align
in a few lessons. Let's find the place of our element of our
chrome element. Watch the image, so you can
see and feel the proportion. Something like this. Let's
create one more copy here. I'll use the access
constraint system for now. Let's grab that point again and let's snap it to second corner. Same with this element. Okay. Something like this. Let's check that so we can use our snap in three D
as we did previously. Okay. Let's move
our image a bit. We can add a color.
This will be material. Well, this is not a
material, as I said, this is a color,
but first of all, let's add the fill
it the details to our elements to
our chamfer boxes. So we can obtain those details. We will see as I said, those details in renders, they will be very clear. And they will create shadows the stack of those elements
and they will interact with light and will add a
lot of realism to our model. This is one of the keys
to photo realism we are trying to obtain
in our images. Especially if you model furniture
or work with furniture. Maybe I will scale it a
bit. I will adjust it. I think it's a bit wider. Try to feel the model and
the image at the same time. Well, very close, and as I
said, let's add the color. So we'll add the green
on our image like this. And we will and we'll
create our second shelf. So we'll get to render and
we'll render our models, and they will look well, almost exactly like in our
image, very realistic. This is or those
are our shelves, and let's save them and get
to our next model. Okay.
19. How to use chamfered edges for rounded 3d models?: Let's create one more example. I'll grade a plane, and let's try to model
these rounded shelves. We will see how to
use Camper cylinder. It's the same like
the Camper box. Let's uncheck the
real weld map size. Let's imput our ratio. Rotate our image. First of all, the same thing, we got a bit of perspective, but we will try to avoid it. We've got the rounded shelves. I'll show in second how we
can use the chamfer cylinder. This is the Camper cylinder, how we can use it to create
those rounded shelves. First of all, keep in mind, we have to add site, and we also will add fill it so we can obtain
those rounded corners. We have here a function
that divides slices. Should I say slices, our champer cylinder, let's
add as well the segments, so we can obtain the roundness. If you remember we got
the interpolation. We have no rounded
objects in max. We'll have to add segments. And obtain that
perfect roundness, well, almost perfect,
of course, visually. It will make no difference. Now let's try to adjust our
element, our rounded element. I will install as well the lower corner
of the first element, we will copy the rest of them. Let's try to feel I know we have the corner on the image and we got the angles of perspective, but we will try to feel how much we need to add for that,
that rounded shelf. Well, it's close. And we will create as well
a chamfer box. Let's adjust the height. I will add to the
thickness of element. Let's adjust the
thickness as well. Let's snap that here. So we can obtain
that perfect fit. Let's turn on snap. Let's copy this instance. We'll input the fill it or these details
for one element and. We will repeat that for all the elements that
are linked to it. Now, the same thing for
this rounded corner. Let's use same instance.
And let's snap it. One more element, let's
copy. Again snap. We can actually copy a
few of them at a time. Same thing, let snap. And those three
elements as well. And same thing let snap. Almost done. It may jump a bit. That's okay. Almost done. Let's move our image bit back. Let's add that details
to our shelves. I'll let a bit of fillet. You can see here we need
segments for our fillet. There. We talked
about that we usually input somewhere around
six maybe up to ten. That is enough. We don't see
the difference after ten. It's a small surface, and we will not see the
difference in our render. There we obtained
that rounded edge. The same thing we will
do for our tanfer boxes. Well, something like this, let's save our image, and we will render
it a bit later. I'll add color for now so we can obtain some kind of
material but. It's a color. Let's save and we
will get further.
20. What is a photostudio and why do we need it in 3ds max?: Photo studio. A photo studio is a workplace where artists take develop and
print photographs. In a photo studio, they shoot outstanding
quality photos, products or models are often filmed or shoot
from different angles. After they are professionally retouched and optimized
for further use. We can say that photo studio is a powerful multifunctional
photo creating, an editing workshop
that contains vast editing kit of tools for basic or
advanced retouching. It has a goal to show in
the best way possible, a product or even a human model and present it as a
complete artwork, using a wide range
of effects, filters, color enhancement tools,
and correction tools. We will try to simulate a simple virtual photo studio on FidSMX using real
world principles. For now, we will just make a simple introduction to visualize our
homework in that way, we will start to get used to realistic instruments,
lights and materials.
21. Vray light basics, exterior vs interior, how to create a photostudio?: Photo studio. Before we'll get to creating a photo studio, I would like to
explain in general what light demands
from us as designers. And for that, I will have to explain the whole
process shortly. So get an idea of what we are
doing from a full overview and not trying to link some details to obtain an
overall understanding. First, I thought about
creating a whole topic on this as there is a lot of information that we
need to discuss, but I understand
that I would not be able to cover every detail. I decided to explain this
in a very simple way. Like I would have to
explain that to a kid. First, we have a ready
to use material library, which is very useful, as we won't talk now
about materials. This is a very big topic, and I'll create a
whole course on it to explain that later. But we will have the
advantage to use ready realistic materials
in our homework. So in that way, our images will look
very close to reality. Don't forget to obtain
super realistic images, we must involve a lot of layers, and we begin to discuss that from the base
from the start. Anyway, the results
will look pretty good. Let's get to some practice. Now I'll try to explain some features that
we will use further. This is the V panel, quick access to our v panel. This is the red
material library. We've got here different
types of materials. They are classified by groups, so it's easier to navigate and find the
necessary material. This or we can press the hot
key is the material editor. We've got two modes. We got an extended view and a simple view
or compact view. We will use compact
view for now. I and we have to use, of course, by render setup. Here we've got some
settings we will be using to create our images. Let's say, for example, we have a sphere that will
represent our planet. Our planet is green, so we have to give
it a material. I'll choose a grass material. We'll have to right
click on that material, add that to the scene. We choose a sample. Any of the sphere that
you see here is a sample. We've got 24 samples. Of course, we can erase
and add more materials. We'll talk about that later. And we will drag our material upon our sphere that will
represent our planet. Every single material
consists of sub layers. The respondent do
different things. We'll talk about that later. But for now, we have to know that every material
have a structure. We can actually
see the structure to understand how the
material is formed. This is very important. But now we will use just
the diffuse channel, or the diffuse sub layer. It actually shows the color
or texture of an object. In order to see our texture, our grass texture, we must
turn on the shaded view, which is by default off. Now we've got our planet, our planet is green, or now you have no light to see. If I push the render button
or the image creating button. You can see that the
image is actually black. It's black because
we have no light. So we have to add some light. Our light is our sun. This is the natural light. Of course, we've got
some artificial light, but the main source
of course is the sun. Let's add the sun. We
will use array sun. But the way you can
see here lights and cameras as we talked in our
structure of a project. We will use our lights panel, we'll switch to ray, and we will select the ray sun, which is a position for our sun, we drag towards our
Earth or our planet. And we have a question
window appear. Would you like to add ray sky? Yes. We are adding our sky. We can see here, we
can press eight. It's the hot key.
We will use it. I'll show how in the next
steps, which is a sample. Now, we drag all ray sky
upon that sample or above. As instance, very important. If you can see all
very sky is white, or it's over exposed. If I hit render, you can see that I barely
see earth or my planet. It's too much light. We'll have to turn that
down a little bit. For that, we use camera. In our case, if we want
to simulate reality, we will have to use
cameras like in reality. So we will use a
physical camera as this is a simulation of a
real camera from reality. You may ask why we
are using cameras. We already see our
earth or planet. Yes, it's very bright,
but still we see it. Cmeras simulate light
behavior in reality. It's a little bit better. But still there is
too much light. Now, we'll have to adjust
the settings of our sun. First, we'll have to link
the sun and the sky. You can see it's too bright. We'll have to
specify a sun node, or in other words,
we can see that we are linking our sky and sun. You'll see in a second how
they interact together. Here we've got sun
intensity multiplier. If we will reduce
our light intensity or sun intensity multiplier, we can actually see our sun. We didn't see it before because
it's just too much light. If we raise our sun, we can control our daytime. The higher the position of
the sun is towards the earth, the light is giving. Now as we reduce the intensity, we can see the object
actually a more pleasant way. Okay. Yes, it's still bright, but it's not that
bright as it were. I'll change the sun in a way that we can see it
actually in our ender. We don't see it because
it's way too bright. In the modified panel, we can see that camera
got its own settings. This is one way to turn
down the intensity, but we will talk about
that a lot later. We'll try to do that
using a simple method. We will have to switch
to our array settings. We will find the color
mapping roll out. You can see there,
it's written default. We will switch out to expert as we are going to have
a professional approach, and we will switch
to exponential. What exponential does,
it actually reduces the overrides and the dark areas to some kind of mid level. In that way we can reduce our overo or under
exposing problems. We press render, you can
actually see it's a bit better. Next I'm going to use
another type of render. It's used to adjust the
light materials in the sea, and we can change in
the render process of light intensity and not only. Try to reposition the sun. In a way that we got
some pleasant lighting. Maybe I'll turn down
a bit the intensity. Soon, we will see the sun. It is just too bright for now. Oh, increase the sun size. Actually, you can
see. There it is. So the render. I'll
go to perspective. We have to switch between perspective
view and camera view. Don't forget about that. And let's say for now
that we have to build a house on a little portion
of our planet somewhere here, where the sun, of course, being a lot bigger hits this
portion with its light. So we can see actually
what is happening. Or we can say that
we got daytime. Now, let's assume that
we are zooming in, and we will draw that portion of earth where we want
to build our house. We assume that it's the same material, so
we will drag that. Don't forget to check
real Weld Mp size. First, I'm going to
model a simple object, so you can see how
it interacts with light on a straight surface. Don't forget. I have
the facets view on, but it will look
okay in the render. We will add some segments
to make it a lot smoother. Reposition little bit
of camera using scroll. I'll give a material. Let's try some car
pain for example. Actually, you'll be able to see the reflections
and how they work. We drag the material
upon our object. And we heat render. This is the mid level of light that we will have to
obtain in every scene. It's like an average, so we can see our objects
in a pleasant way. You can make it a
little bit darker or a little bit brighter. But we have to keep that level very close to some mid tones. I'll stop the render. Next, I'll try to show
what's the difference when we talk about
exterior and interior. And actually, what's the
difference between lightning and exterior lightning
and interior. For that purpose, I'd
have to draw a house. Of course, this will not
be the method that we will be using to draw projects
or model our projects. But for a quick test, I'll have to do that
in a very simple way. I'll choose another. Assemble. Let's assume that the base of our house will have some stone type of structure. The base, of course, will be buried a little
bit in the ground. So I'll have to scale
it to make it bigger. I know it looks very primitive, but I would like to explain that in a visual way that you understand what
we'll have to do. We will try to trace some walls. Of course, we will be using another methods in our projects. For now, I just need
some quick walls to show you how light in directs an interior and an exterior. We will draw walls
using splines. We'll talk about that in the
second part of the course. We will not use boxes
for walls. Of course. Now, I'll have to
model window and door and I'll have to position them in a way that light comes for the window. You must see how
light behaves in exterior and interior
in a very simple scene. So we get the feeling
and understanding how it will interact and
behave in our projects. I'll try to model
some kind of roof. Just a simple roof.
We'll use a pyramid. A i will scale little
bit, so the edges. Test the walls or
extend was little bit. Let's give some genuine textures to our walls and our roof. For example, I. I'll check real well map size, so we can see the texture. I know it's not textured
as we want. Perfectly. We will talk about that later. We need just the idea for now. We will try to assign to our
roof, some concrete texture. Although they are
white of the time. And of I don't know if you
got some textures for roofs. I know these are tiles, but they look like
a roof texture, I can put stone on our roof, I'll use some kind of tile texture that looks
like a roof texture. Don't forget to turn
on shaded view. And I check really well se. I know this is like a
like a kid type of house, but the idea is that
we will understand how light interacts using that very simple
primitive model. I'll group that. So if we are talking about exteriors, we position our sun and
camera in a pleasant way. And we choose an angle from which our house will look good. Of course, there is background. We will skip that for now. I think the idea is clear. Something like that. This is the process and we
talk about exteriors. Of course, the houses
are more complex. But the process is very
similar to what you see here. Now, if we are talking about interiors, some things change. Not too much, but still
some things change. I'll try to position a camera in interior of our
box or our house, so you can see how it
interacts with light. I'll leave the sun
so you can see that the light that we got from
outside, it's not enough. So we have to adjust and add some hidden lights or some
artificial lights and not only If we got more
cameras in the scene, we have to specify what camera or select the camera and then press C to enter the specified camera or
the selected camera. I will enter and modify
panel the camera settings, and I will use Zoom. Although this is another
desired function, we'll talk later about that
when we'll get to cameras. But for now, just for
simplicity, we will use Zoom. We will try to establish
a straight view. We'll talk about views and
camera positions later. And I'll hit render, so you can see what we
have what we obtain. If you can see, it's very dark. Well, it's not very dark, of course, but it's
darker than we expected. So we have the feeling that
we need to add some light. We can increase the
intensity of our sun. But in that case,
we will obtain over exposed images or over brights. But don't forget one thing. In reality, the same
situation happens. So we will need to add some artificial lights to raise the light intensity
in our interior. It will happen in reality too. We need to add some lights, some ceiling lights,
some well lights, hidden lights, not only Maybe some floor
lamps and so on, to increase the intensity of
light until it looks fine. Okay. Now, let's try to do that. If you can see, by
the way, outside, it looks perfect or it
looks just as it should. If I would raise the
intensity of our sun, you can see that we begin to
obtain over brights outside. So this is not a method. We will go over exposed
sky and we will see white spots in the window
instead of our background. We will use the y lights to
simulate light in interior. This can be anything, as I said, any type of light. Ladies, that we
will have to adjust the intensity and interior
and an exterior to. The lights as you see
got their own settings. Now, I'll try to simulate
a simple ceiling light. We will switch from plane
type to sphere type. And we will try to
adjust the position, and of course, the intensity. We can assume that we will
have some hidden lights or secondary lights in order to obtain some
different effects. We will also adjust that. Most of the time they
will be invisible. So in that way, this
is some kind of process simplified process,
simplified process, how we will work with our
interiors in order to obtain images that will be not over exposed
or under exposed. If we are talking
about light layer, or light situation in our scene. I Now, we will save this
situation of photo studio, if we can call that so. And we will bring here
the objects that we modeled to visualize them
using our realistic materials. And we will also obtain our first realistic
images and step by step, you'll get the
feeling how light and materials interact in general. These are also the first steps that we will take
towards our projects. Same things repeat in
a more complex way. There will be just more
objects and more lights, but the interaction and the
behavior remains the same. I'll change the four to some
kind of neutral texture. Let's say, for example,
a great texture. Let it be concrete, for example. In the next lesson, we will bring our homeworks
and we'll try to visualize them using
the same instruments and the same materials.
22. Vray materials and render basics, how to render 3d models?: Okay. Finally, we got
to our photo studio. We will obtain our realistic
or photo realistic images. Let's use the merge function so we can bring our previous
models into our scene. We said that we will scale them. This is what we will do now. We will use the ready
material library to assign materials to our
free D models so that they can look realistic in
our future images or our future enders We
got a wooden shelf. Let's pick from
the library wood. That's very close to what
we see on our image. You can see that the wood
it's not applied correctly. This is another big topic. We'll talk but not in
discourse about this. We have to understand
how the materials are formed and how they are
applied to our surfaces. This topic is just too big
to discuss it in one lesson. We will just uncheck
the real well map size, so we can obtain
some kind of wood, how to apply the materials
or textures on our surfaces. We have to use, first of all, the coordinates, our textures got coordinates
as well as our models, and we will have to adjust them so we can obtain
the desired result. For now, we will
leave them like this. Okay. We created
some kind of plane that we will use for our floor where we will
install our models. We will use our
camera so we can look for our camera towards our
images and our three D models. Let choose and let's adjust the view that we are
seeing in our camera. Let's adjust the position
of our free model. In this case, this is
a more simple way to create a render as we
have overall light, but it depends what situation
you are developing. Our model is a bit higher. We'll have to lower
it so we don't fly. We must understand the
different solutions. For example, if we are
developing an interior, we have to use the light as in interior design
or in reality. In this case, this is
more like an exterior. But for now, we will just
render our elements, our models so that they can look as close as possible
to our images. Again, when we talk about free dnders we must understand that this
is a long way to go. This is the first steps that
we are taking right now. We have to begin with something and that something
is right here. First, we have to
understand how to obtain our first images,
and step by step, we'll have to add layers, what I call layers for
obtaining our photo realism. Let's adjust a bit our view. First of all, we
have to get rid of that fly of our images
and our models. We will install
them on our floor, and we'll have to get rid of
the shadows underneath them. Let's press vendor and
let's see what we obtained. I'll try to center
them in a way that they fit our center
of our image. Again, one more thing, we have to keep in mind the ratio that we are
using for our image. In this case, we've got
a model and an image, and in this case, it's a
lot more simple to install. We can actually install
almost any ratio. But for the future, you'll have to pick the ratio for render. This is crucial, so you can obtain good images
and good ratio. Good ratio plays a key role, how render looks and
how it is appreciated. By anyone who sees it,
including your clients. Okay, we'll switch from
progressive to bucket. We will use brute
force and light cash. Some do use radiance
map as well. And I will render. Okay. Keep in mind, we will install the radio
noiser as well from here. The video noisers a layer
that gets rid of the noise or the artifacts that we
obtain from our images. It's increasing our image
quality. Let's hit render. You can see those buckets
that very buckets, they are linked to the power
of your computer directly. And you can see the wood the wooden shelf
that we obtained. As I said, there are
some things that have to be adjusted, fine adjusted. But for now, we will
leave them like this. This is like the second step. You can control the
lights from here. But for now, we will
leave them as default. Now let's try to save our image. We will save it like GPA. Let's try to bring
the next model. We use merge to bring our
models into our render. Again, saying things, we said
that we will scale them. They are not scaled
according to a real scale. They are scaled
according to our camera. Now, let's try to
render those selves. The same processes with
our previous model. I'll keep the image
so we can see the reference and the
model that we obtained. We got wood, same thing. We can choose a wood that is very close to
what we see on our image. For example, this
one, it's very close. I'll pick a sample, and we will apply this material. Let's select our freed model
or shelves and let's supply. First of all, I will scale them. So that defeat our scale. Again, this is not a scale. We are only adjusting them
according to our camera. But they have to be adjusted so we can see them
in our renders at a scale that is acceptable for our
scale that we use now. Let's move these or maybe
you can delete them. I will rotate those models. Same thing, we have to install them in
front of our camera, and let's try to obtain
a pleasant view. You can rotate them, but try for the start
not to use angles. Try to adjust the camera. We will have to hit that
button show in viewport, so we can see the
texture of our wood. Again, this is a very big topic. I will not start to
talk about it here. Let's check the
real well map size. This is the only thing
that we will do here. The materials have to be
learned in a logical way. We will start only
in a simple way. This course, it's
about how to obtain the first basics in
FredSMx and how to start the modeling about how
to apply materials and specially if we talk
about an advanced approach, we'll have to pass through
all those five steps. We can understand how to obtain the perfect realism if
we can call that so. Okay, let's instyle that
in front of our camera. And we will adjust them
so we can see them in our render in front of our
camera in front of our view. Let's find position for ho. Keep in mind you can
pan using the mouse, the camera position,
so you can find adjust how they are
looking in your view. Same thing, let's render. Of course, these
are simple vendors. We have to learn how the
lighting performs in V in general in interior and exterior depending on
what you will be doing. I'm more into interior design, and only after that, you'll understand how
to work with light. By the way, light, it's the third step and the materials are
the fourth step. You'll have to learn
the light first. Light is crucial.
One more thing, it interacts with materials. That's why you'll
have to adjust it. If you remember our shelves, where we said that we used
our chamfer boxes so we can obtain those shadows.
Now it's the time. We will try to see that how
they look in our render. Let's try to install them
in front of our camera. As I said, begin first
with the straight angles. Don't try to rotate
them at random angles. It's a lot more complicated to find a
good view after that. You can see the wood. It's differently, yes, there. It's differently applied on
our shelves and our elements. This is about how
to apply materials, but again, we will not talk in this course about materials. Materials must be explained
in a whole course. And those black
elements as well. We will not apply them. Let's select our shelf and don't forget to hit
that shown viewport. It will be visible
in our render, but we would like to see that
in our view port as well. Don't forget to uncheck
the real world map size, so we can see all
those elements. This is the most simple way how to apply a material
so we can see it. Now, I think we did that for all our
elements and let's group, so they don't jump, and let's install that
in front of our camera. Again, we will have to check
that our shelves not flying. We are close to a floor. I'll zoom a bit so we can see
that distance. It's close. Okay. Let's move our
image and our shelf. Maybe we can turn it a bit. This way we will
obtain a better. Okay. We got shadows
inside ourselves. That's because we have the light coming only from one direction. As I said, if this is
an interior model, we will have to add lights in interior from all the directions at least a few directions. So we don't have shadows
and dark spaces, but that's another topic, big topic for interior design. This is our shelf.
Now let's save it. Let's merge our next
model our green shelves. Same thing, let's scale them. We'll have to use here
not the material. They are not from wood. We will use some
glossy material. Let's move our previous models. Okay. You can speech on the top view so you can see the position and the
camera the same time. Same thing, let's install
them on our floor, so we can get rid of those
shadows and the fly effect. Forgot to group them. But we need to we need
to add the materials. Let's add a glossy material. We have already. We can use this, for example. Let's apply that to
elements green elements. Keep in mind the
wood got a texture. These elements are maybe in one way we can say
that they are clean. That's why this material
will be applied correctly. It doesn't have a texture. Again, this is the
topic we material, so I'll not get too
deep into this now. Let's adjust a bit of color. It's maybe too green. We got a yellowish,
I think, hue. Let's use a chrome as
well for our legs. They are not legs.
They are holders. Maybe we can call them
like this, those elements. Let's apply chrome to them. We've got different
types of cros, but now we will use this one. We'll have to group. Not to grab any other objects with our group, especially our sun. In this case, we will not see
our objects in our render. Let's install that free D
model in front of our camera. It's a front view, we will have to turn it a bit
so we can see it like this. So we can see the image and the shelves or the
shelves in our image. Let's find a place
for our image as well and for our shelves. So we can see the
reference and the model. Maybe a bit back. Let's rotate a bit, so we can obtain a good view. We are Maybe let's
center of them as well. Maybe something like this. You can see the glossiness of our material of
our green material. Keep in mind if you'll use
those shelves in interior. You can obtain a
realistic appearance. You'll have to obtain the reflections of the
objects around them. Only then they will
look as in the image. In the image, they are placed inside an interior and
you've got the walls there. You've got different objects, you got the details on
the shelves as well. Let's take time now. For now, you can see in the reflections we are
obtaining our horizon and the edges of our plane
that we are seeing here. Anyway, it creates the effect of reflection that we need to show that our
material is glossy. But it's a bit poor effect. It's the lack of objects around them and the lack of environment, the
interior environment. If they are an interior object, of course, Okay. Okay. Something like this.
Let's save our image. We got one more. We've got our rounded shelves. Let's scale them so we
can fit them to our view. Let's find a place in front
of our camera for them. Let's move our previous subject. We have a dark gray. It's not glossy,
but it's not match. I got a bit of glossiness. Let's try to find a
material that is. We can maybe we can
use this one if they are wood semigloss
that we can use. Let's apply that and let's hit shown view port so we
can see the wood effect. Let's check our real well map
site that will enable the. Keep in mind they are
instance and they will repeat the same effect
on other elements as well. Let's group that And let's place that in
front of our camera. This is our last model. We will have one more
lesson with a line where we will render our models
like a second part. For now, this is our first part here ends our first
part in this course, where we model the well, not the most simple but
at least simple objects that we try to model, and this is the stage
where we obtain the renders like the final
stage of our full process. You can understand
how those models are created and then how they are rendered and how the
images are obtained. You can save by the way the
renders and I encourage you to upload them so the other students
can see them as well. Let's find better
position for our self. Something like this.
Let's hit render. Almost done. And there are the effects
that we talk about. Let's save them, and
let's get further.
23. Scale and proportion in interior design and 3ds max: Scale and proportion. Scale and proportion
decides everything. Proportion in interior design is about the balance you must get between the objects in
your three D scene, colors, textures,
light, and shapes, and all that must
link in one style. While proportion and scale
seem to define the same thing, actually exists a slight
difference between them. Scale refers more to the pleasing ratio of one or
more objects in interior, compared to the interior itself,
it's height, dimensions. In other words, a
comparison to fixed objects while proportion
implies a feeling of rightness in general, not linked to some
exact objects. It's more overall feeling
that everything looks fine. Some call it trained.
24. Perspective basics and how to use that for 3d modeling?: Perspective. We would have to define simple
what is perspective, we can say that perspective, it's the art of representing three dimensional objects on
a two dimensional surface, so as to give the
right impression of their height with depth and position in
relation to each other. Perspective works by
representing the light that passes from a scene through
an imaginary rectangle, in all cases the
computer screen. This can also be a paper on
which we are drawing and not only whatever surface on which we try to represent
a three D volume. And as we draw, the light seems to pass through
the surface to our eye. A if we would look through a window and
draw directly on it. If we could look
at this picture, we can say at the point
where all lines meet, it's y, the plane, it's the window, and the cube is the free
object we are looking at. And we draw on the window, the edges of that cube. They are not the same
as the initial cube. First, they are a
little bit smaller. That is because the
window of plane, it's closer to us. We think in real three D space, the cube, it's
actually the same. Our eye sees it's smaller because we are
looking from one point. You might say, wait a second. If an object is closer, then it seems to be bigger. Yes. Take a look at this image. For example, TV seems to be closer to us
with the biggest part, and the far away from
part seems to be smaller. But it seems to be represented
okay on the drawing. Now, take a look at this image. It seems like something is wrong with the cube
from the left. Although take a
look at its edges. They are the same, but
it looks not okay. Now, I want to point out five things we
must keep in mind. First thing that we must point out is that we see objects, no matter what objects
using human eyes. Different animals, for example, see the same objects
differently, depending on their kind of view. This, for example, is how
fish looks and sees objects. We will talk about
only human view. We see the objects bigger, or the closer parts to bigger. As they get far away from
us, they get smaller. Only visual. Second thing. There are three types
of perspective, one point perspective,
two point perspective, and three point perspective. We will use the first two
types the most of the times. Perspective is a
very wide subject. I'll point out just a few basic concepts that will help us to understand further
things. Without them. It will be hard to
explain a lot of functions that we
must learn ahead. Plus, they are crucial to
understanding how to set and use a camera about that
lot later. Third thing. No matter what type of
perspective we use, we always have the horizon line. In real life, it's
the horizon itself. The lines that are above the horizon always
are pointing down, or should I say
better the edges, although it's the same thing. And vice versa with the
lines under horizon. For example, if you
look at this cube, we cannot draw the upper
edges somehow pointing up. They are always pointing down. The most high point is
the corner of the cube. If we would draw its
edges pointing up, drawing would seem to be wrong, because our eye does not
see in that way in reality, such as the closer to
edge, it's the bigger one. It doesn't mean that
the cube is different and its edges are different.
They're all the same. But from the point of view, we are looking using human view, we do see only in that way. Of course, the other edges
that are a bit far from us, compared to the closest to edges are represented a little
bit smaller. Fourth thing. We always, no matter what
perspective we are using, have a vanishing point. One point perspective
got one point, two point perspective
got two points. All the edges are
pointing into one point, if it's one point perspective, or into two points. For a two point perspective, only thing is that all the lines left to the highest
lowest point, are pointing left from the
right part, pointing right. Now the final fifth thing. If you remember the shelves where we had a view
from an angle, meaning they are not
straight on the image. In reality, they are straight. But the angle we are
looking at them. It's the same
situation like here. We have the edge,
the closest to edge, instead of the cubes corner. And when we said that we draw a straight line underneath
them to find the real length, we assume that we are ignoring perspective where closest
to edge seems to be bigger. In that way, we bring the
far edge on a straight line. And it shows the
real length as now, it is at the same distance far away from us
like the first edge. That's why we usually
must adjust the objects because we don't have always
straight image views. If there is a
possibility to shoot an image before modeling
from a straight view, it will make the
process a lot easier. Now, if you look here, we've got some things
we've talked about. Perspective means that we view objects using a
perspective method. That is the most common
to us because it shows the object or the objects as if we would look
in reality at them. There are also other
types of views. We don't need them for now
perspective and arthrographic, other types of
views we will use. I'll better showing
examples when we get there. Next, we will talk about
a function called a lion. Okay. We will need that a
lot in Fred S Max. Okay.
25. Align instrument in 3ds max and how to use it, basics: A line. Next, we are going to take a look
at the new instrument that we will be using a lot. We can say it's like
a Snap's brother, but although they've got some functions that
do the same things, a line works best in other
types of situations. Let's see how it works. We can find the button here. It will be more simple to show an example to understand
how it works. Say, for example,
we gave to boxes. First, we're going to take a
look how it works as a snap. It does the same thing. Let's say, for example, we have to connect
two corners or should I say vertices,
something like that. We can use snap. This
is the first option. Now we'll have to use a line. We select the object
that we want to align, key to line, and select
the second object. While using a line, the first object that is
aligned always moves. And the second one stand
still, or it doesn't move. For every object,
we can see that we have four different options. First, I would like to explain those options to understand
exactly what we are doing. Okay. I'll copy the box. The four options that we see
written there are minimum, center, pivot
point, and maximum. In order to understand those, we have to take a look at the vertices or the
points of an object. We will take axis x
just for simplicity. We can say that
every four points of any phase of a box
belong to one plane, meaning that the position on
one axis will be the same. For example, any of
the four points. From the back side of box will have the
same position on x, if we are talking
about coordinates. In that way, we can say that
any of the four points, for example, from the
front side of the box, are the maximum on x, because on x is x, they got the maximum value
or the highest value. Or we can say on x is x, they are the most
far away points, meaning we have no points
further than them. And in this case, as the four points
consists in one plane, we can say that any of those four points that belong to the front
side of the box, on x will be considered maximum points on x
is x for that box. Same thing or same principle applies to the back
side of the box. Only difference that we
are talking about minimum. Because x is x in that
direction got negative value. If for example, I'd
have to rotate my box, then I can say now, the only two points
from the upper part of the back side of my box
are considered to be minimum, and the only two points from
the front side of my box, from the lower part, are
considered to be maximum. The other points are
found in the middle. Thus they are considered nor
minimum, neither maximum. If I would turn my
box one more time, then I can say that
only this point is considered minimum on x, and this point is
considered maximum an x. The other two options
from a align box, we can assume that we
already know what they do. Center is the middle point on one x or on two or three,
it doesn't matter. A pivot point, we've
talked already a line, we'll use it as the reference
to align the object towards the pivot point if
we are checking that box. Now when we know all
the four options, what we are doing, we can
pass to our previous example. We select our first box. We push a line, and press
on the second object. We will and check all axis. We will begin by
aligning on one on x. First, we have to align
those two points. For the first object, this point will be minimum. Because on axis x, it got the lost value. And the second point from
the second object on axis x, same will be minimum. If it to align,
apply by the way, it's a multi ok. We can say that the two points have been aligned on a straight line. Or should I say the first box or the first point from
the first box moved on a straight line on
the same value if we talk about coordinates with the second point
from the second box. In this case, we can say that the two objects
or the two boxes, it doesn't matter,
have been aligned on on x. Now let's go further. Let's do the same thing on y. The first point from the first box on y,
it's also minimum. The second point
from the second box, it's also minimum.
We could apply. I said, apply it's
like a multi k. Now, let's try to analyze
the last move. We have to move on x, the first point for the first
object, a current object. We can say it's also minimum because it's the
lowest part on z. In other words, the
most bottom part. If we talk about
height, in this case, and for the second object, the second point would be the most upper part
of the highest part. So we check maximum on x z. After we align all the
points, we hit okay. And now we can say the two
objects are aligned perfectly. Same option, we can
obtain using Snap. That's why I said it's
like a Snap's brother. Now let's try to look
at another example, and I would like to
show another option of a line or should I say the difference between
snap and the line. If for example, we've got
two cylinders and we would have to align them in that
way that they fit perfectly. Center to center. Snap will
be very uncomfortable to use. But those types of situations, we would use a line. Now let's try to align
those two cylinders. We select the first
one that moves. We press a line and
select the second one. Using center for both
objects. I will heat apply. Instead of ok, not
to close the window, it resets all the parameters. Now, I have to move
the lower part of the first cylinder
using x is z, so it's minimum towards the upper part of
the second cylinder, also on z, which is maximum. We heat okay finally, we obtain two different methods to join objects perfectly. Using our new instrument align. We can also find it here, but we will be using
the hot key plus a. In conclusion, a line, same as snap, will be the second instrument we will be using very often
in our projects. Next, I would like to pass
to some real examples, which will be a part
of our homework, and I invite you
to follow along. And after you finish the free examples I will
show in the next lessons. You'll have to choose
three examples of your own and do them as a part
of the final homework. We must keep in mind
that if we want to achieve results,
we must practice. Now, let's pass to our homework.
26. Homework motivation and why it is so important?: Homework. Next, we're
going to pass to homework, which will be more and more
advanced as we move forward, so we can get the feeding
that you manage to control, understand and deliver
visually ideas that must link to the skills of FRDSMc
software in our case. We must get step by step
to the point where we begin to feel more comfortable
to start a project. You must keep in mind one thing. This is very important. I would like to share with you some experience
that I saw while I was teaching and I'd say it's very common to a lot of people. At the same time, W is
a very big mistake. During my life lessons where
I used to show after theory, the exercises or practice
or homework, as we call it. There were students that
were watching how I model, but they were saying to
themselves, I understand that. I don't think I have to bother to repeat and to waste my time. After a few lessons, the students that
repeat it entirely the exercises were
indeed progressing. While those who tried
to find an excuse not to do it were
asking questions, seeing it's not equal doing. Someone said, I know,
and they know too. I can do it. They cannot. So while watching, they
understood what to do, but didn't practice to be
100% sure they can do it too. So as the tasks become
more and more complex, watching and not
doing or practicing, it's the biggest mistake. I know sometimes
practice is a bit, I can even say maybe
not too interesting, but I would say the
interior design process in the first stages
may be indeed, sometimes not too interesting
while you raise the walls, input all dimensions and so on. The idea is that you
cannot skip that stage. Everyone wants to get
to the colors and decoration from the start
and avoid the hard work. Design, it's about
hard working a lot. You must find inside yourself
patients and keep the pace. With every project
that you accomplish, you will be receiving
experience. The next steps in further
projects will be faster. I would like to add
one more thing. If you think you can skeep
the hard working design, it's like going to the gym
and instead of working, you find every time an excuse
not to do it and to rest. Your eyes must train
to feel proportion, scale, color balance,
style, and so on. You won't be able to skip that, and without that, you
won't become a designer. Rt and skill is something
you cannot buy. You cannot buy yourself
a cool feed body. You must train it. In art and design is the same. This is all about your
motivation and hard work. So be patient and go step by
step, finish your homework. Only that way, you will feel indeed that
your level grows. My students used to do three times more homework
than I've presented here. That was a more
intense challenge, but also they got good
results after that. Take a deep breath,
and let's go.
27. How to use Align instrument to fit 3d round objects?: Let's try to model this
table using a line. We can use snap, but it's a lot harder to do
that. We will use a line. You'll see in a second why it's a lot easier to use a line. Let's load our image. Our reference image. I'll create a plane. Same
things that we did previous. Let's rotate our plane, and let's input our ratio
and load our reference. We are using a line
usually when we have to stack round objects
like cylinders, for example, because it's a lot harder to get to the
center of our cylinders. Or we use a line, usually when we have to install on surfaces, different objects
like for example, plates on a table and so on. We loaded our image. Now we have to get to front
as our object is standing. I know the table got details. We will skip those
details for now. We will not use chamfer, for now we'll have to understand the principle of
how a line works. I will use simple cylinders. Okay. Let's get to
creating our elements. We will have to add
later segments, so we get the perfect roundness, as we call it there. Let's add sites. We will use for the start
simple cylinders, so we don't have to
bother with details. We can count for details that we need and actually I'll give
them different dimensions, so we don't get confused which element represents
one on the image. This third element will be the holder of the glass
part of the table and the last one the fourth we use to create
our glass table. Let's start with the first one. First of all, we
have to go to front, so we can see our table, we have to enable
our shaded view. So we can see our table. Next, we must install our table on our floor
and on our main access. In this case, it's why
it doesn't matter. We have to use the center. So the our table got
a bit of perspective, a bit of perspective, and we have to get
rid of that angle. Try to feel where the floor is, and let's install this one, this cylinder on the center. We have the highlights
there on the image. Try to feel where the center is. Next, I will adjust the radius. We get the exact radius or almost exact
radius on our image. Next let's adjust the height
so we can get the thickness. We can adjust the thickness. There. We will skip for now, as I said, the details. Now here comes the line. I'll have to install
this element right in the center of my first element, the
second element. We can use the line from here, we can use it from here, we can use the hot key. I'll use the hot key and I
suggest that you do that too. First of all, it's a lot
more simple to center those objects and then
our pivot point moves. Next, I'll have to move
up our second element, so it's lower part of
minimum in this case, it's moving on x z. That's why I'll have
to use here minimum. On X is z I'll move on the
second element that's on maximum or the highest
part or the upper part. In this case, I'll
stack the lower part of this second element and the upper part of
our first element. In this case, they will
be stacked perfectly. Let's adjust the radius
and the height so we can fit our element from our image. Now they are perfectly stacked. Next, I'll take
out third element and let's do the same thing. Let's center them, and then I'll use minimum
to maximum on z, and in this case, we will set it above our second element. Let's adjust a bit the height, and it's radius so it's
with Well, let's close. I know we've got a
bit of angles there, but we will skip them for now. Try to feel them visually. We don't have perfect
images always. The last part, the glass part. Same thing, glass part. Now to adjust the thickness. Try to feel the thickness
from the image. It's something like this and the radius. Something like this. I know there is a bit
of an angle there, but still we will scale our table a bit later
when we will get to render. Well, this is our table. Let's try to model these
two examples as well.
28. How to model using Align a street light?: Okay. Let's get to
our second example. Second line example. Let's try to use
this street light. You have a simple street light. In that principle,
it's very like in the first example
with our glass table. Let's input our ratio. I'll actually use the plane
and the same elements. I'll move our glass table. The principle, it's very alike, so we can load only our image, so we don't repeat
all the routine. Let's choose one cylinder and
let's adjust our elements. We have here a few cylinders and we've got a sphere as well. First of all, let's
create our first element. Here, let's create
our second element. It's a bit wider. For now, I will assign them dimensions so we
don't get confused what element we are using here and according to
the image, of course. Let's get a third element. It's than the previous two ones. We will adjust them
like our glass table. We have the last one, the holder of our
sphere or the lamp. We've got our sphere as well. Keep in mind our sphere got
its pet point in the centers. We'll have to adjust
it only visually. You'll see in a second while. Let's start with
our first element. Let's install our image
on our axis center. And on our floor as well. Let's pick our first cylinder, and we got the radius, and let's adjust the height. Something like this. Let's pick our second
element. Let's use the line. Same thing, let's center
to center on all axis. Then we click Apply
to reset our axis. Then we need the
minimum to maximum one, so we can get our lower part of our second element on the upper part of
our first element. Let's adjust the radius
and a beat the height. Yes, we got angles. We got a bit of
perspective there, but we'll try to
visually avoid it. Same thing without
third element, and let's install it
on our second element, and let's adjust a bit. It's radius and its height. Something like this. Yes. And our last red element, the holder of our lamp. Same principle, same moves. They are very close. Something like this, try to feel the proportion using your
eyes. And the sphere. We don't have specific
point to use the sphere, so we'll have first to
install it in our center. Next, we will use
only our image, so we will have to
simulate sexually. First of all, let's
install it in the center, so we have to adjust the
radius according to our image, and we will lower it
a bit until it feels like it's stacking with our last holder or
last fourth element. Or something like this. Okay, let's get to
our next example.
29. How to use Align to model a realistic 3d lamp?: Okay, let's get to the lamp. It will be a bit harder than
the previous two examples. Let's try to load our image. Let's input our pixel ratio. Same thing, I'll move
our first object. Now let's input our ratio. Don't worry about the plane
that it's bigger or smaller. Let's move a bit or image. Now, here, we have a box. We can use actually
a champer box. Let's add step by step to
difficulty to our Fred model. I'll add to fill it segments. So we can get that
effect of light. And let's adjust a bit. We'll have to also according
to the scale that we will use according to our image
and real world reference. I'll bring our chamfer
box close to our image, and let's adjust it as close as possible to
what we see on our image. Keep in mind we have an angle there 30 degree
angle, a perspective. So we'll have to
visually avoid it. No lamp got as well,
a bit of angle. It's not perfectly straight. I mean, on the image. Let's bring our chamfer
box close to our image. Now let's try to feel. It seems like the
edges are equal. We'll have to adjust the
thickness using scale. Let's try to readjust
the bit the fill it. Well, it's close. Try to feel visually
the proportion. You can use fine
tuning by using F 12. By the way. It's very close and try to feel as well the
thickness of our element. Let's install it on zero
level on our floor. Now the second part, it's a thin cylinder that we
will use that chrome part. A Let's pick a cylinder. Let's try to align it
with our first element. We will have to create
those spheres as well. For the lamp, we
will use a tube. It's like a cylinder. There are actually
two cylinders. Defines the outer surface and the second one defines
the inner surface. Let's align our cylinder. It's a bit thinner. I know we have an angle there. We'll have to visually get rid of the perspective and
the angles from the image. It's it's about there. We have a light bulb. Of course, there.
We don't see it, but we have a light bulb there. Let's just the height. It feels like the
holder of our lamp. It's almost close to a real one. We also have those
glass spheres. Now let's install our tube. It's the same thing
like with the cylinder. Now, let's adjust its height. Now, we don't have to use a line as it is not linked to
a minimum or a maximum. We'll have to use the image. And then we will
use the height to adjust the height of our lamp. Those two cylinders
that I've talked about, the radius one that define the inner surface
and the radius two that will define
the outer surface. Well, the height
is almost there. And let's adjust. I know we have an angle there. You can see even by the spheres, they are a bit angle to right. Okay, we are close. We are close. Let's add a bit to our height. The radius to will define the
thickness of our element. We'll have to add a material
so we can simulate, but that's another topic. For now, we will
use only the model. And we also have our spheres. They are not linked as well. They are linked only to
the center of our holder. Let's align them to the
center and I'll bring them close to a reference
and let's adjust them. Again, this same angle, we will skip that for now. Let's only visually feel the proportion that
we have to input. Let's close and let's copy that. Let's use free copies. So we can repeat. Well, we are very
close at least. Well, something like this. Okay. Next, we will try to render those elements
in the next lesson. Let's save our model, and let's get to
our photo studio.
30. How to use Vray to render and create realistic 3d images?: Now, let's try to
visualize our objects. Let's use merge and let's bring our table into our photo studio. I know that models
are a bit bigger, so we have to scale them and we will bring them
in front of our camera. After that, we will
assign materials to them. Let's intend them on our
surface, on our floor. We have here glass. So we can chrome as well, so we can use some of the previous materials
that we've used, and some of them, we will load. Let's pick a glass
for our glass table. Let for example, even this one, the first one, and we
will assign the glass. Don't bother about
materials now. This is a very big topic. Start with the modeling
and don't skip the order that you have on the design
order we talked about. Let's speak the rest of the elements and let's
assign chrome to them, our group, our table,
so we don't jump. Let's delete the previous model. Let's install our table on our floor and in
front of our camera. We will try to adjust the angle. Try to feel visually the floor. We can use by the way line
to install it on our floor, but for now, we will
not bother with that. Let's rotate and let's install
it in front of our camera. Try to feel the view, so you can see the model and the reference at the same time. Try to bring it to a
proportion or pleasant view. Okay. Let's try to
use maybe the top. So we can place it. Maybe a bit better
so we can adjust it. Let's see what we
obtain in the render. I know the materials
look maybe a bit poor. That's because we don't have the reflections of
the interior objects. This is a very simple sky. But for now, it will be okay. We will get to more complicated scenes when
we will get to interiors. That's another topic
for the future. Let's change a bit
of our camera angle. We've got too much reflection. The chrome, it's
almost like a mirror. So it reflects the sun, and we will try to obtain, let's try to obtain an acceptable reflection
for our view. Again, this is
happening because of the lack of the reflections
that we have around us. This is an interior object. Maybe I'll move the
reference a bit closer. So we can see, that's better. It covers a bit of the light. And we got reflections. Maybe we can use another top
of chrome less reflective. But keep in mind
that's not a problem. The problem is the lack of walls and the objects
around our model. That's some group. Let's
try to use this fan. Yes, this fan is better. We obtain a lot better
reflections here. We are close. Keep in mind also that
our scene is empty. We don't have nothing
above our freed models. Okay, let's bring the next
object O street lamp. Same thing, bring it in
front of our camera. Let's try to find for it a view. I'll scale it. Same thing, usually it's a
lot easier to use top view, so we can adjust the position
in front of your camera. It's a lot easier in that way. Let's delete the
previous subject, and let's try to
adjust this one. Let's lower it so we can
get it to our floor. We have here, well,
it's a glass, and we can use actually the previous material that
we've used for ourselves. I'll change only
the color to white. So we can get some
kind of plastic. Again, don't bother
with materials for now. This is a very big topic. We will get just some
very close materials to what we see on our image. This course is for
the first steps. For advanced settings,
we'll have to learn a lot more theory to understand what we
are actually doing. Now, let's try to actually
use a ray material. You can open the V
ray material and choose this is the
standard vary material. You can see the standard
FDS max material, but we will use V ray material. So as we are using
as our render, let's try to give
it a red color. Again, I will not get into advanced settings
for our materials. For now, we will use
it in a simple way, but we will have to
adjust our color, the color of our lamp. I would say the
holder of our lamp. It is close to what
we see on our image. Let's group it let's install
it in front of our camera. I'll add a bit of reflections, so our material
don't look to crude. You can see the
reflections there and I'll lower the glossiness a bit, get some kind of semi
gloss, like a paint. Again, don't bother with that. These are material settings. The materials must be
discussed from the start. Let's lower our image
until we hit the floor. I'll bring a bit
up our reference, and let's find a view
in front of our camera. I'll bring them closer to our
camera so we can see them. Let's see what we are
actually seeing in our view. I think I'll move a
bit of our image. It's covering our reference. Well, it's close. I know that
sphere should emit light. But for now, we will
leave it like this. Maybe here a bit
to the darkness. Yes, that. That's a bit closer to what we
see on our image. Again, these are just only small adjustments.
Don't bother with that. Our main goal for
now is to create the models and we learned how
to create the first models. This is the most
important thing that we have to get from this course. Well, something like this, let's get to our third model, our lamp with the spheres. Okay. And I have actually saved
all those three models. Let's scale them first of all, after that we'll bring them
in front of our camera. Again, it's a lot
easier to use top view. The scale, we said
about that we are using the scale only according
to the size of our camera. It's not a real reference. To bring our models
to be one to one. We'll have to use
a real reference. First of all, let's
use chrome for the bar and for the lower part. Yes, for that part. And for those spheres, we will use glass and for the tube we can actually
use this material for lamp part for the
upper part a bit darker. We will see how it will
look in our render. But now we will only
visually adjust it. You can use, by the way, photoshop to get the reference, there are techniques
using the gray color. I will not talk about this here, but just in case we can
pick the exact color. We are using only the
visual part for now. Same thing, let's use a glass. We will use a color glass. Maybe we can use this one. The only thing I
think I will copy the color from here
to here so we can get the same tint or the same
hue for our spheres. Let's select them all and
let's assign this material. I'll select and group our model, and let's install
it on our floor. Let's rotate a bit and let's choose a
view for our camera. Again, let's zoom a bit so we
can hit the floor exactly. Well, almost exactly. We can use as I said, a line to do that perfectly, but we will not bother for now. When you will model,
three D interiors, you'll have to do
that perfectly. Let's raise a bit of our reference so we
see the whole model. Let's try to find
a view for lamp. It's a lot easier to
use a bigger window. You'll feel the model and
the details a better. Maybe I think we are very close. Again, same thing
with the reflections, we have to put that
lamp inside and into year so we can
get the same effect. Don't bother about that. It will act or it will
perform as it should when it will be in a place
inside and into year. Let's try. We are
close very close, at least, I think. Maybe just a bit.
Let's adjust it. Just a bit. I think we are very close. I will not bother with
the super details. It's close enough for now. Well, that's it. I do
encourage you to upload your results so that other students could
see them as well.
31. Conclusion: Conclusion. Finally, we made it to the end of the first part. If you're watching this,
I hope you managed to accomplish all the
tasks from the course. And I'm very glad if
that was helpful. At least I saw how this
program helped a lot of people that were my
students a few years ago. And I'm almost sure that
this course took you to the level where you
understand the basics of FridSAX and interior design. I'm also sure that
you have already determined for yourself
that this is your path, and this is something
that you really like and inspires
you to go further. I'll proceed to the creation
of the second part for anyone who appreciated the
effort that I made to deliver. In an easy way, the necessary information for a
beginner designer. I know we will want
every time to get the best results with
the least effort, but we must understand that
this path is not an easy one. You will have to involve
if you expect results. You must realize
that you must give time and hard work before
achieving some levels. But also, we must know that
the process has an end, and the effort will be granted when you
finish your steps. To at least the level
where you can accomplish your task as a designer
from the start to the end. I thank you all for
watching this course. I'll continue in the next
part, and of course, I wish everyone patience
and success till next time.