Full practical course in 3dsmax (Vray/AutoCAD) bathroom project for interior designers | Aurelian Castravet | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Full practical course in 3dsmax (Vray/AutoCAD) bathroom project for interior designers

teacher avatar Aurelian Castravet, interior designer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      4:56

    • 2.

      Creating the walls sketch in AutoCAD

      7:26

    • 3.

      Bring our walls sketch to 3ds max

      10:16

    • 4.

      Modeling medium parts - layout principles

      7:31

    • 5.

      Modeling bathroom tiles

      15:53

    • 6.

      Modeling bathroom details, merge decor

      2:26

    • 7.

      Install the bath, door, furniture, heat towel rail

      21:39

    • 8.

      Modeling bathroom details

      8:38

    • 9.

      Modeling wc and furniture part

      4:50

    • 10.

      13 model details 5

      9:56

    • 11.

      Setting up render frame, camera

      5:03

    • 12.

      Adjusting lights

      10:54

    • 13.

      Assign Vray materials

      16:46

    • 14.

      Rendering bathroom with Vray

      3:29

    • 15.

      Post production, Vray lightmix

      4:05

    • 16.

      Post production, adding Lens effect to our lights

      1:43

    • 17.

      Post production in Photoshop

      2:14

    • 18.

      Start to create the sections in 3ds max

      27:32

    • 19.

      Creating main general sections in 3ds max

      8:29

    • 20.

      Combine obtained sections in 3ds max

      38:43

    • 21.

      Creating floor sections and details

      22:51

    • 22.

      Prepare sections for AutoCAD

      4:59

    • 23.

      Start AutoCAD plans

      16:09

    • 24.

      AutoCAD plans, overlapping sections

      10:17

    • 25.

      Create AutoCAD layers for plans

      4:41

    • 26.

      Presenting AutoCAD plans, simple method

      7:55

    • 27.

      Simple method details in AutoCAD

      10:51

    • 28.

      Presenting AutoCAD plans, extended method

      6:16

    • 29.

      Extended method details in AutoCAD

      18:10

    • 30.

      Presenting AutoCAD plans, perfect method

      26:26

    • 31.

      AutoCAD plans axis

      12:26

    • 32.

      AutoCAD plans dimensions

      25:01

    • 33.

      Conclusion

      12:14

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

148

Students

--

Projects

About This Class

   If you seek how to step from theory into real interior design practice, understand the principles, in this course I will show a part of a real project I have already acomplished. I will explain the process an interior designer must do from the start to the end, in order to create the full project of any interior space, in this course I took for example a bathroom, but it can apply to any other interior space.

   Of course every interior space got it's own features, but still this entire process is very alike for any interior space. I took as an example a bathroom, so we can watch and understand the main principles of designing as there is no better teacher than the practice itself. In the process I will try to explain the logic and way of approach to some details or stages of inteior design process, and keep in mind that watching and doing seem close, but are very different in reality. 

   This course is mainly for medium and advanced interior designers, AutoCAD, 3ds max, vray and Photoshop users, at least you will have to know the basics in order to aquire the full knowledge from this course, still I think that even a beginner can watch this course, in that way, even if not all the functions technically will be clear, the process, the real process will be understood and it will be just a short period of time until that beginner learns the technical part of how to do it.

     I've tried to explain in this course the interaction between the client and an interior designer, starting with the meeting with a client, which is by the way one of the most important phases, on this depends if you will take or not the project itself, and finishing with the images that you will create in 3ds max and Vray, and the technical plans that you should deliver to the client as well (they will be given to a contractor later so that the project could be realized).

   That's why I invite you to follow along and I do suggest that you not only watch, but also try to model the course so you can get the most fastest way to understand the process and try it on a real project, using these principles. 

By the way I encourage you to upload the final results so that all the students could see them as this works as a very good boost to work motivation    

Meet Your Teacher

Teacher Profile Image

Aurelian Castravet

interior designer

Teacher

Hello, I'm Aurelian.

Interior designer

- graduated with Master of Arts degree in Interior Design

- first worked for a few design companies including: construction field, furniture field, 3d projects & interior design field

- worked as a teacher for 7 years of 3d software (mainly including 3ds max, AutoCAD, Vray) - meanwhile working in parallel at interior design projects

- working now as an interior designer

See full profile

Level: Intermediate

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Hi everyone. My name is Aurelia and I work as an interior designer for more than ten years. I'm using Freds Max VA to create my projects renders and I would like to share with you my experience, especially the process of obtaining the photo realism in our renders. And also the experience of creating real interior projects. I've selected for this course a bathroom that we will model from the start till the end. And we will create the technical plans so we can understand the process of a real interior designers activity. Since the process of creating interiors is quite long, we cannot talk about the whole project. I've divided examples of how to model different spaces into courses. And for this course we will talk about bathrooms. Bathrooms and kitchens are the most popular parts of any home, as people usually can design a living, or a bathroom, for example, by themselves, if they are not hiring an interior designer. But for these two parts of any home, kitchen and bathroom, they usually need someone who understands the process. One more thing, most of them are very technical interiors, meaning that although there is a lot more time to work while designing them, the standards give you some kind of pre established template. Thus, it's a lot easier to decide with your clients how they will look in the end, including tiles, materials, and so on. That's why this will be an entire practical course. It's meant actually for everyone who is activating in interior design field, who is learning free. S Max and V. Ray of course, we will talk about advanced things, that's why it will be necessary to have a medium level of knowledge. But I can also say that this can be a course for everyone in interior design. As watching it, at least one time to understand the principles will give you fast results. There is no point to guess the future steps. It's easier to watch one time the whole process and then step by step, learn and complete these parts that you didn't get to. But having already in your mind this whole cycle in this course we will use this plan is linked to the process of how an interior project is being developed. Every project begins with the stage of meeting with your clients, where you must gather the information so we can proceed to design. These are the main facts or main points that you'll have to discuss. You'll have to measure the future space that you will design. And all these must turn into a sketch. We will use arcade to transfer our measure inputs and we will get the sketch to free DS Max in order to create our fred volume. We will also discuss the logic of layouts. You will not have always the perfect layout in reality. That's why it will be your job as an interior designer to create something interesting. That's the point why the clients are hiring you. Next we will model our bathroom. We are always using, by the way the projects plan to advance and we don't skip until the previous part, it's not finished. We will install our cameras and lights. These are the next most important steps. If we want to obtain a photo realism in our render, we will create a light test. That's why, by the way, I've selected a small interior so you can get used to balance light in a smaller space until you obtain the desired result. All these principles apply in bigger projects as well. Next we will apply our materials. We will stick to real dimensions. In this case of our tiles, we can simulate exactly how our remodeling contractor will install our future materials. By the way, we will use later these parts to create our technical plans. Next we will use V ray light mix to fine tune our lights. We will add some effects, we can boost our photorealism. We will add lens effects to our lights. By the way, all these are parts of post production. You will not be able to create only using Re DS max, 100% radio renders. We will also use Photoshop for post production so we can obtain our final renders. The last the technical part, our plans we will get back to Arcad we will create and then we will use to start forming our plans. We will talk about Arc different features that we use to complete our plans. We will arrange our plans. We will overview a few methods of presenting our future plans. Depending what are the conditions of our projects. We will add dimensions, we will create the tiles, plans for walls and floor of our bathroom. Last, we will arrange all these into a template that will be ready for remodeling contractor to be implemented. This will be a full process course and I will attach all the files and materials that I've used so you can try to obtain your result. After that, I encourage you to upload it so all the students and compare with their own results, as this is a very good boost to work motivation. Okay, let's get started. 2. Creating the walls sketch in AutoCAD: Walls. This course I've decided to show the process of designing a small bathroom to understand the principles of modeling and rendering an interior. I guess it's better to begin with a small space so you can feel the process in full perception. When you will understand the process in a small space, you will pass to bigger space of confidence. I've got only the bathroom part from the full project. In this lesson, we will try to model the walls part, or should I say, the shape of our interior. We will prepare the model for the further importing to Preds Frida Max. We will model the bathroom and render it. After that, we will come back here Autocad to draw the plans and finish our project. I've already finished this project. Once it was a project of mine and I've decided to show it. So you can see the entire process that I made to accomplish the interior design process from the start to the end. Let's go, as I said, here we have the main part which was the sketch part. We will draw everything one more time from scratch. The second part is the dimensions part after measuring the space. Also, we have here the bathroom details. We will draw them as I said later. For the start or the sketch part, you can use simple blocks. Any simple blocks if you don't have any previous projects yet. Now let's try to draw the first lines, the walls. These are the dimensions from the client's bathroom. They will be not perfect. Construction is perfect only on paper. You must recheck the dimensions very carefully. I usually draw the biggest parts to the limits. In that way I don't jump over the real space edges. By the way, he see one intersection, the column part should be equal. Well, it's not. As I said, this is construction. It's almost equal. We will use 100 millimeters for the interior walls. It's easier to use offset. We don't need that anymore. I'll draw the wall until it's end. As you see, the biggest walls continue as well, but we will need only the bathroom part here. We've got communications, ventilation, plumbing. We don't need that for now. This is a concrete column, it's a supporting government. In three D s max, we will draw only the part that we see in our interior. It will be a lot easier to draw other plans later on. That Miss will has 200 millimetres. Here is the difference between the colon's middle point, but we draw as it is in a real space with those little differences. The wall shouldn't be one half of the column. I'll draw the rest. I'll separate our interior wall from exterior one. It's actually not the exterior, but it's the edge of our interior space. And I will not continue it. We don't need that for now. As I said, we will add the details later, save us DBG and now let's get to three DS max to raise our volume. Three D volume. 3. Bring our walls sketch to 3ds max: Now let's try to raise up our walls or our three D volume and free DS max. First of all, don't forget to turn to millimeters. If you're using some other system. We will import, don't forget to turn on scale and change from inches to millimeters if you are using another drawing unit system. Let's copy. I'll check one more time using box our dimensions. I'll check so we can be sure that we've imported correctly our lines. We will need actually only those lines. For now, I'll change the pivot point so we can get the center of our shape. Now let's try to extrude that our height is 260. Our object is b because it doesn't have any material. I'll assign one. I'll assign just a simple ray material. We will talk about materials later. Now let's try to finish up our walls. First of all, click if you think that your polygons are turned away. Now let's select our edges to draw our door. Use connect. I'll sit the height of the door, 1,000 millimeters. Now we will choose those polygons and we will click bridge. Now let's try to draw our floor. It's better to turn on for wire frame so you can see the edges perfectly. Also, I will draw our ceiling. We will get to it a lot later. Now let's try to draw our columns. Also check flip as they seem to be inverted. And I will detach them. We will need that to apply our floor generator, as the floor generator works only with planar shapes. The communication part, well, it's also important but we don't need that in our render. I'll separate the shape so we can control better our flow generator. I'll select the interior wall and click detached also. Don't forget to center. Detach and change the pivot plant. We will leave the walls behind so we don't get any light through our walls. Actually, when we will add growth to our flow generator, we will have little holes between the tiles. In order to avoid that, we must keep our exterior part of our walls. As I said, we will draw only the column part that is visible in our ender. In that way, it will be a lot easier to draw the plants. We will talk about that a little bit later. I'll draw our columns. I'll copy, I'll column hide God 650. I'll use 12. That's a lot easier in that way. Of course, our column is passing through the walls. We will draw, as I said, only the visual part. Same process. On the second column or the second part of a column, we will center our pivot points and now let's get to our flow generator. 4. Modeling medium parts - layout principles: Now let's continue our shape. We will get to medium parts. As I said, the blocks or these shapes we will obtain later using our plans already accomplished this. Once I got those shapes, you may ask, how did we get to that type of layout? Well, first of all, as you see, the bathroom is very small, so we had to adjust in that way that everything fits in our interior space. Using composition rules, we always begin with the big parts. As you can see, the biggest part where we can establish our bathroom, it's the wall where it is right now. As the full part of the wall got 810 millimeters, we can assume that our bathroom will be 700 so it can fit and leave some space for the door. Anyway, let's try to analyze another position for our bathroom. If I would turn my bathroom that way, 90 degrees, you can see it hits the column and some unused space remain. Of course, we can feed there some furniture, but it's not worth it. We are losing space. Second problem. Our hanging toilet must have closest position to our plumbing. Same situation, only we have less space than in the second position. The same problem with the column with the remaining space and communications for the hanging toilet. One more, very important thing, we must not forget about our shower. It must be tall enough so the person can use it properly. In the second and third position, the shower head will be just too low. And of course, the last part, the part where the door is, we cannot use, so only position for our bathroom would be our first wall. Our floating toilet part will have 800 by 200. It will contain details and plumbing communications as this is the only space remaining. And second point that it will be very close to our plumbing O S S is the most used part from the bathroom, so we had to put it closer to our entrance as the wall from the right where the bathroom it's already occupied. We had to put it on the left part. For our sink part, we will use Persia with 50 millimeters offset from the wall and from the toilet part. I would use rather 600 instead of 500, but we have to leave some space for our door. We have some lack of space. Oh, more detail. I've decided to use a full mirror. In that way we will get a big reflection of our interior. Our bathroom will look a lot bigger. I will cut the wall and establish the edge of our mirror right in the point where the toilet begins, or should I say ends. The heart of our communication part will be 1,200 millimetres. I will detach the mirror part. I'll apply the same white material. I'll convert to polygons, and this one we will use to apply tiles. Don't forget also to center the pivot point. Now let's try to apply our flow generator. 5. Modeling bathroom tiles: Now let's try to apply our flow generator. We will begin with our floor. First of all, we don't need tiles under our bathroom. I will move now to the ship. We will apply our tiles. Our tiles will have 900 by 450 millimeters. I talked to the client and recommend so he does not use the big tiles in that way. The small bathroom would look smaller visually. Now let's try to input 900. 450 broad length would be 1 millimeter. We don't need any offsets. We can use, for example, 9 millimeters. And for Bevel, I would use one. That should look fine. Also, don't forget, we will need some cover for our floor. As the grout forms a little holes between the tiles, you can see them here in that way. Light from outside. Well, in this case, we don't have any light outside. This is a small project, but when we have projects, we might have HDRI installed. And the light will come through those holes and form some light lines. We don't need that. In our end, I will draw one shape to cover all that holes. By the way, we can use that in our plans. Also G to -200 meters, it goes 200 under our zero level or floor level. Now let's talk about tiles direction. First of all, when we enter the door, we'll see the most far from us point at the beginning of our bathroom. Second moment is the fact that it's the most open space from the floor part. Meaning that we have no other objects above it. Or at least we see it clear. In that way, we will establish our full tiles beginning from that 0.1 More thing, the third part is the fact that we have corner. We don't have to cut our tiles. I'll rotate and I will establish the question may appear, well, it's not 100% perfect. It's very close, but it's not. You can actually play and set it to the perfection. But I would say in reality, it will not matter. As I mentioned earlier, construction, it's not perfect. It will be very close to what we see, but it will never be 100% Later in this course, I'll show a perfect method if you intend to play that perfect. But I would say in reality, one more thing. Client won't wait one month until you finish a bathroom. Well, finally it's up to you later. I will show a method if you want to work perfectly. But in reality, almost no one does this. It's just too much time and it doesn't work it. Let's talk about the toilet part. I'll apply the forging written. Our tiles are 900 and the toilet part is 800. So we will have a full part, or at least we won't have to cut the tile in the middle. The less we cut, the better it looks. One more technical thing. We will not install our tiles higher than the elements connecting to our column. They are also supporting elements. Anyway, it will look not good if we do so. We'll have to stop. Thus we will have the ceiling part. We will establish shower lights. We will need the space for communications, electricity part. Now, about the tiles on those floors, we will have to maintain one line. It is very important for symmetry and visual look, not only although we will not maintain our floor lines aligned with our walls lines when we can. Of course it's better to do that. In this case we won't. We will get too many cuts and we will lose symmetry on the walls. And it doesn't work it when the walls are straight. Of course it's okay to do that, but as I said, in this case we will skip that the column part, we also have tiles, I will say, that tied just under the ceiling elements, so tiles do not intersect the upper parts or the upper elements. One more technical thing, in that corner, the tiles will step up a little bit. We don't have any other options, as I said, I don't want to get higher with the tiles about those elements. Here will be one line, so we will adjust that. Let's apply floor generator. One more thing. In reality, corners must be cut at 45 degrees. We will skip that. If you want to obtain very good looking corners, our say, rotation so we can have our line again, I'm adjusting visually, very close. I said about that we are not looking for super perfection. It just takes too much time to do that. One more thing, you'll have to adjust the tiles in the order they will be installed. In reality, we will get to those details when we'll get to get, they will be more visible there. We will talk about that a little bit later. Now let's adjust the same line at the door part. Don't forget we have to obtain symmetry on both walls. The beginning of our tiles will be from the beginning of the edges of our walls. It has to be similar on both walls, even if the door will cut the tiles on one wall. Now let's try to adjust the height of our lines so they match up. As I said, I don't want to get high above the elements, the ceiling elements. But in that area we will have established hidden light. So our tiles will be installed up to the ceiling. Let's adjust the height of our tiles. Very close. The symmetry part on the biggest wall, We cannot manage to establish full tiles without cutting, but establishing it from one side, it will not look good. I guess it's better to use midpoint or midsymmetry. We will establish at the center of our wall a full tile, and the other two parts will be cut. But in that way, the wall would look visually centered. The corpus, as I said, must be cut at 45 degrees. It's the best option. But in this case, we will skip that. We will establish it just one under another, overlap that in the corner part. As I said, the tiles will step up a little bit. We cannot do anything. This column is a concrete supporting element, so we don't have any right to touch it. Same thing here, actually, the tiles must have original value. But as I said, I won't play too much with those elements. It's just too much time to take into consideration all those details. Let's adjust the line so it forms one uniform line. Same thing here, something like that. Next we'll get to our models. 6. Modeling bathroom details, merge decor : In this part, we will bring our details to FridiS Max. When you start a project of your own, you'll have to choose those models in a way that they fit between them. This is, by the way, one of the most important stages of your work as a designer, as an interior designer. At this moment, you must use your knowledge of style, colors, proportion, and scale, and it actually shows to the client in a visual way your professional level for this project. These models were part of the preferences that we discussed with the client earlier. But for your projects that you will start, you'll have to discuss first with the client in order to find out his preferences. And after that you'll have to use your knowledge, as I said, and fit the objects in the scene into one style. In the attachments, you will find Fred models that I've already used, some of them have been scaled a bit to fit the dimensions from the sketch. First we will merge, we will sign materials a little bit later. And we also got some bathroom details, a bathroom decoration general, we have to add details to our scenes. This is a part of the realism and we will try to bring them to our scene as well. We will load the textures and merge our bathroom details as well. As you see, we've got two folders and we will bring them both in. The next lesson, we will try to arrange all those three D models. 7. Install the bath, door, furniture, heat towel rail: Now let's try to arrange those three D models. Let's begin with the biggest part, with the bathroom and the shower as well. You can use 12 for fine tuning. That's a lot easier. First of all, I would like to center our shower. We will check for generator, I will use a rectangle. Our matter will have 700 millimetres, I'll establish in the rectangle in the corner. And I will use a line on axis x so we can fit perfectly the center of our shower. We can delete the rectangle and turn back to our generator. No, tried to set the hide, we will need 1,000 for our communications. You don't have to set it perfectly. We will use something very close. Perfectly. It will be in our plans. We don't need any more of the box. Now let's try to set our bathroom. First of all, our bathroom should enter under the tiles. But in this case, we will need to have a more wider bathroom. We will bring it very so it seems that the edges enter under the tiles. In reality, it should. O, we will draw a rectangle to close the gap between the wall and the bathroom. And we will adjust as well as a does, of course, that thickness. We will also assign four generator using dimensions. We will actually have one tile. I'll have to rotate and the tile will be adjusted under the tile. Of course, in reality will be some support. Now, the part that covers the bathroom edge, we should maintain. As I said, the lines bathroom side must be somewhere around 600 millimetres and under the bathom of course will be the plumbing part. We will set out decoration on this part. It should have 1,000 millimetres height. We will adjust, first of all, let's align using our center now using a 12 or coordination panel. We will adjust its position towards the wall. Now the glass part for the throm, that's just the hide. The door has been scaled so it fits the door a guess of 800 millimeters wide. We don't have, every time, a collection of different doors. The sink has been skilled. Also, I'm hiding thought generator so I can get the dimensions used in our sketch. Let's try to align Align. Why access? It won't be perfect. It's very close. We will need somewhere around 700.750, behind a lower table. It should not be higher. Now let's try to arrange our floating toilet. First of all, the Hyde, we will need 450 millimeters for the hyde or something very close to that number. We also uncheck flow generator. I will need angle so I can align the floating toilet according to our center. We'll have to use the same Xy, all groups separately, those objects. And the button should be somewhere around 951,000 It depends. Now let's try to adjust the height of our button. We will need shelves to cover the space above the toilet and also arrange the details. The second set of our details near the sink. We will do that in the next lesson. 8. Modeling bathroom details : Now let's get to the second part. Arrange our models. Actually, I forgot about the thickness of our tiles. I'll bring the toilet on the button above our tiles. Now let's try to set the second part of our details. We will need a towel holder. Actually we got one. A mirror, small mirror. We don't need a mirror. A toll for our faces. That will be also nice, but we don't have space for that and we need soap to past. I'll use only those details as we don't have any space for the others. They are all good, but we must adjust to the space that we have. I will use also those details for our toilet part. Oh, and let's try to adjust the towels. There are different spaces, so you have to adjust those details differently. In this case, we don't have any choices but to adjust them only in that way. We cannot skip those details. We will need them for sure in our future, so we have to find ways where to install them before we finish our design project. Of course, the mirror we can skip, but if we have some space, we will install. It's a very handful. It's extending too much. I guess I will try to reduce its extension. Try to find some place for the details so they don't get too close to each other. Now, establish the towels and as I said, adjust all the details in different spaces. Those details will look different. You'll have to adjust. Oh, it is a In the next lesson, we will try to model the shelves above or foil it. 9. Modeling wc and furniture part: And this is the last part. We will finish our shelves. They must fit between the ceiling and the toilet to fit perfectly between that space. Actually, I will use not Poxll, use chamfer box so we can get chamfer edges, it will look a lot more realistic. The furniture, don't forget about the fact that we have the tiles thickness. You can use different types of materials. It may be, for example, 24 millimeters. Of course, we have to take into account the thickness of our tiles. We will fill it, the edges in the end. First of all, we can copy as instance so we don't have to adjust. The second part we'll adjust on. The other will adjust as well. Now let's try to model the doors. Actually, we don't need the inner part. I'll copy. Not intense, so can model our door. We need to leave space between the doors. We will leave 2 millimeters, could be two or three. It depends on the thickness of material. And not only we can use instance the second part and I will snap the door. Let's try to use fill it. I'll add segments are filled so it looks smoother and same inputs add the other parts so we will model our city. 10. 13 model details 5: In this part, we will model the ceiling of our bathroom. I would like to add some hidden lights so it looks a lot more interesting. The idea is that we can add light only on two sides of our ceiling. I'll isolate our objects. Unchecked floor generator. It's a lot easier to work with straight shapes. Now I'll try to model our ceiling. I'll live 100 millimeters hidden lights. For this type of space, it should be enough. Now, let's try to add the lights. We will adjust the intensity later. I'll make them invisible and I will add a blue tint to those lights so they look more interesting. This will be secondary lighting. Our main light will be, of course, white or very close to yellow. We will establish the lights like Harry, other. Now I would like to install our spots for the type of interior we will need. Actually, somewhere around four spots. I will lead one spot and make others instance. I'll change the spot from the outside. It's a lot easier to do so and the others will adjust as well. Let's say it's hide Now, I will try to establish the center of spas. We'll have to use midpoint. It's a lot easier to do. So we will set the spots very close to our centers. Don't forget to make them instance, and we can erase the lines. Now the selling part, we will extrude. We can actually use 200. It will be a lot easier to draw our plans. I'll show later and we'll snap. It's better to turn off midpoint, our objects might jump. Our model seems to be ready and we can get to the next step. We will install our cameras. 11. Setting up render frame, camera : Next we will install our cameras. Before you try to install your camera, you must find the best view. This will be the first view, most interesting one. This is usually the first view that you'll show to the clients. Of course, you'll have to show all the views later, but you always begin with the best one. Usually the best view forms in the widest opening. Of course, there are different interiors, but we must not have details on our walls. So we can cut our view with clipping planes from our camera and maintain the zoom factor to one so we don't get any distortion in our image. The wider the room or the space is, the most simple is to get a good view, but you'll have to show all the views to the client later. Some of them might have cuts or distortion in the way you won't be able to form a view or a frame. Now let's try to install a camera. In this case, this is the best view, the best opening, the widest opening. From this space, we will use that view to create our first frame or first tender. We draw a physical camera. Don't forget, we use only physical cameras. For our realism, I'll enable clipping planes and I will try to cut. You can watch the edges in order to form the view of the render. If our room seems to be square or square type, I'll try to form a view with the square ratio. You can install your camera view in a separate window. As I said, we must avoid the cuts in small spaces, they always interfere. This is something that you won't be able to skip. Now, we will try to adjust as close as possible. You can drag your camera, your mouse, you're just the view. In a pleasant pay, you must adjust a bit until you form a good view. The proportion and the view of gray stage, it's very important. It will form a color balance that is needed for a good view and for a good render. Materials will usually look good if your gray stage or no color view looks also good. In the next lesson, we will get to our lights. 12. Adjusting lights: Let's talk about lights. First of all, before beginning any light process in any interior, we must do light tests. This is a stage that a lot of designers skip. I would say here lies a very big mistake in interior design process. There are stages of parts of work that are done only by the designer. In that way, many designers think they can rush or skip that stage as the clients do not see their results as it actually does not affect the final result. As they, of course, there are pro designers that already feel what they have to change. In that way, the image, the final image that is shown to the client already looks good. But don't forget one thing, they probably already have passed that and done that process a lot of times. Don't underestimate this stage, this is a very important one. This is the stage where we obtain color balance and proportion. If your composition or proportion looks good, your final render will look good as well. Okay, let's get to our render. First of all, I'll change that material so we get an uniform color. An overall uniform color. I'll go to settings. I'll set brute force and light cash. I'll add raiser, I'll add light ex, we will talk about that a little bit later. This is a very cool feature that appear recently in this five version. Let's try to render and see what we actually see. In our first render, there is a lot of blue light and our main spots actually don't have any effect on the overall scene. Second, our camera cuts a bit of the upper element, we must move our frame, our camera view, in that way that we skip that. Of course, we can retouch that in Photoshop, but it's a lot easier to move it, so we don't have to do that in Photoshop. As I said in the previous lessons, we are using the most wide opening. I'll change the bucket for the final render. We will have to change noise fold and I'll switch to exponential. Some use Reinhard, but I do prefer exponential. That's because I'm doing post production in Photoshop. You'll see that later in this course. Very importantly, we have to turn off gamma. I'll use light cash for secondary balances. Now let's try to adjust the lights and to increase our intensity of our spots as we are seeing a blue scene to overall our scene. So we have to correct that. Let's see how it looks. Let's closer but it's still not enough. We must increase our spots, our spots intensity. It's a lot easier to leave a spot that's an instance. Copy outside and change one light and the others in the scene will change as well. I'll group till I will get to our light source. Here it is. I will try to increase until we obtain a normal intensity. Yes, that's a lot better, although this looks very close to what we need. After we apply our materials, we will have to adjust that one more time. That will be just fine tuning. Because materials can be dark or light, the overall perception might change. And one more thing, don't forget we have white color. Now we have to obtain a normal intensity and we will readjust that. As I said, I will fine tune that after applying our materials, we cannot guess. I'll change the intensity of our hidden lights. Anyway, this is very close to what we need. It doesn't have to be perfect. As I said, we will readjust that one more time, but it has to be very close. The next lesson, we will get to our materials and we will try to apply them on our surfaces. 13. Assign Vray materials: Let's try to talk about materials in the file. We got a very cool feature named set browser. It contains radiviA materials. We will use those materials to create our own. At least if we don't have radi materials, we will have something very close. The settings will be set it to our desired result. We will have to adjust only little differences or little details. Let's begin with our bathroom. This material looks very close to what we need for the bathroom. And the sin, I'll change its color, white. I'll ungroup. I'll sink. And the sign of the material, the sink into the bathroom shower. It's a metal. It's a black metal. And it's I'll use a black plastic. That's actually not metal, but it's very close to how black metal of our shower looks. In reality, it should look okay in our render as well. I'll need some chrome type for different details such as toilet button, the towel holder, the warmer. And I will apply that reflective material to our mirror. Actually, it should look like a mirror as it is reflective 100% on group our door. I've scaled the door before. I didn't have a door that fits 700 millimetres with. And I will adjust the chrome material. Let's try to find some wood for our door. It can actually be painted, but if we would use a white color, that would be just not interesting. Let's try to use some white wood. It's actually not the wood that we need, but it's, it's very close to white. White objects in render. Looks not very interesting. They look like they are not finished. I'll need some plastic or some glossy material for our furniture as well. I would not change it to white. We have some differences between the tens will be very close to white. In that way, all the objects will look more interesting. Let's try to set up our tiles. These are the textures. As I said, I'll choose one texture. Our flow generator will adjust the mapping, I'll decrease the bump, it's too high, we don't need that. I'll check showing report so you can see our materials. Our floor got the same material on the side of our bathroom. Actually, I forgot about that. We will fix that as we will need all those parts for our plans. Later we will talk about that when we'll get to sections and arcade. Say here let's try to fix. Good, our objects disappear. This is a bug on my computer. I have to change to Facets views so I can see some objects. It will look okay in our render copy and create the second material for our light tiles. Only think that we will change our texture. Let's try to render and see how it looks. And our glass part, we will need some bless. Oh, just simple. Bless. All our c our metal, don't forget about gray sittings. Now let's see how it looks in our render. It looks okay, but still would have something to adjust. We will adjust our overall lighting using very light mix. First of all, I would like to see how our tiles look in final render so we don't render useless. So no Es know for the final render you can use 2000 by 2000 pixels. You'll have to change the noise Fresh hole, you can turn on a pixel mapping. Don't forget about the radian noise and the red light mix. We will talk about the ray light mixes later. Let's try to render and see what we obtained. 14. Rendering bathroom with Vray: This is the render that we obtained. We got some artifacts. It was about 2 hours. These are the artifacts I am talking about. The same material looks differently for the glass. I guess this is not because our settings, this is the materials problem or it may be not a problem, it may be a feature. The material got some kind of dots, I don't know why. But anyway, we'll change. I'll save the tint for our material and I'll load another one. Let's try some plastic. Actually, we don't have any that can feed. Let's try to create one from scratch. I'll choose a simple rain material. I will apply the ten. I'll make it glossy. That should look okay. I'll apply to the furniture under the sink and our shells under our toilet. Now let's try to render once again. After that, we will get to adjusting our lights. 15. Post production, Vray lightmix: Vira Light Mix. In this lesson I would like to talk about Ra light Mix. This is a new feature of V five version. Actually a lot of people change from V to corona render and all that because of this feature. Well, of course it got its advantages, but if you think this is an almighty instrument, any way to solve any light situation in your sin or in your interiors, Then I would say, don't expect good results. If your light balance or light situation in your sin, it's totally out of range. One more thing, I would say there is no need to change from corona to Ra or vice versa. Because lighting must be adjusted in the same way no matter what render you use. I would say this is more an instrument of fine tuning than one instrument that corrects your light situation by one click. Don't expect that, but anyway, it's a very cool instrument. If you have done your light test and adjusted your light intensity, then I would say it can save you a lot of time and a lot of test renders to get to the final result. Okay, let's see how it works. In render, you must switch from LGB to light max so you can get access to the Vira lights or the separate layers of V ray lights. Don't forget this instrument is based on reflected light. Must have an algorithm like brute force for our primary bounce engine. You can turn on and off any light in the scene. First of all, you'll have to add in the render elements, Vrad, Noise and very light max. You can get access to those functions. You'll have to switch to brute force as these functions work. As I said with reflected light, it won't work. Radiance map, any light in the scene has its own separate layer so you can control its intensity, even the color. But don't forget, your lights must be very close to a normal intensity unless you'll get artifacts and results that you don't expect or desire in this scene. I would like to increase the intensity of the back hidden light. This our interior seems to be dark. I will increase the spots intensity or the main lighting intensity. If you want to obtain realism in your images, you have to feel the normal intensity in reality. And I would like to add one more thing about artificial lights. Interior artificial lights, there are different personal preferences for light color, or light tint in our interiors. There are some designers that tend to use white light in bathroom interiors. But this is actually up to you, in my opinion, white light. It's a more technical light, and I like to use it in offices and public interiors. But if you think that the color of your interior is too yellow, you can always change the white balance. This is actually not a rule, this is more about personal preferences. I'll delete the white balance layer. In the next lesson, I would like to talk about the lens effect. 16. Post production, adding Lens effect to our lights: Next, I would like to talk about ray lens effect. We can find its options here. These are the effects options. First of all, we'll have to enable Bloom glare effect. This effect simulates real world camera lens behavior and you can see the effects options as well. You can adjust the size and intensity in the render. You can see how it affects the lights in our image. We also can control the bloom effect in this roll out low. We have some options of secondary importance that are just some variations of these first main options. I would say it's enough to use just these main upper options to obtain a realistic effect for your lights in your renders. I will also enable and disable the effect so you can see how it affects the image. Of course, I recommend that you use this effect so you can boost up your realism in your images. 17. Post production in Photoshop: After we finished with DS max, we will get to Photoshop. We can say that with this new feature of light mix, some part of Photoshop's work is done in DS Max. For visual purpose, I'll load our both images before and after the renders. We have to correct some issues that we got. I'll make a copy of a layer. I will drag a bit so we can get rid of that gap, little gap there. These small issues happen usually in small spaces. We cannot control that. We must only adjust further. I would like to use a filter to sharpen our image. Well, it's up to you. Some designers like and prefer blurry type images. But this is more a question of how you are presenting your work. In my opinion, blurry images and depth of field in interior images linked to artistic presentation for main frames or for main views. I prefer to sharpen details as interior design process is linked to a technical part. But he interferes the same old question, Fred, artist versus architect, I would say. Finally, it's up to you and your personal perception. I would like to add some contrast as well. And finally you can see the difference between two images. 18. Start to create the sections in 3ds max: Now let's try to talk about sections in different interior design studios got different methods of creating their plans. This does not mean that some of those methods are good and others are bad. First of all, they all have to be correct. One thing that matters is how easy to read the information presented on the plans. Of course, we need to have enough information so our remodeling contractor can begin and finish his work of projects implementation. The less questions the contractor have, the better the method is. We must not forget the fact that different contractors work in different ways. There are also different materials with different quality. It's almost impossible to create one unique standard. But behind all that, all the plans have something in common. They cannot be totally different. There are standards that fit almost all the countries and people, and of course, the dimensions should be correct. They cannot be different as well. I'll show a method that I'm using to draw technical plans. Let's go, let's open our project in pre DS max. You don't need that. We will try to create the sections of our objects. First of all, I would like to mention that there are different types of projects with different complexity and different budget. If you have the time and the project demands from you to work at a good level, this is a method you can use to form and present your project further to the client and the remodeling contractor. I recommend that you first watch the entire process. After that, you can decide for yourself the level of complexity that you'll need for your presentation. It can be different as well. One thing that I would like to mention is the fact that creating sections using the objects in the scene, it's a lot easier and visually closer to your project. You can use simple arcade blocks for very simple projects as well. But the fact is that you won't be able to adjust them very close to your dimensions, and your plans will look not very good, they will seem to be unfinished. Well, this is a method, very simple method. I said it's up to you when you use one method or another. But I would like to show you one method that I'm using for a good level or a full presentation. And finally, I would have to say that the level of details can be adjusted by you. I will show you the entire method and after that you can decide by yourself. As I said, we will use instrument section from shapes. We actually have a similar instrument in arcade, but exporting the whole object to arcade can be a problem. Arcade reads and understand the free DS max mash a little bit different. Second problem is the fact that arcades have a lot of delays while creating sections in Preds max. By the way, you won't skip some problems while the section instrument works best with straight shapes, you won't be able to keep interplation for the curved objects or round objects. Well, there are no round objects in Max. But anyway, I found this method to be a lot easier and closer to our final result. It's not perfect. We will have to adjust some shapes. There is no perfect method, so we'll have to choose. Now, let's try to analyze the process of creating our shapes. First of all, I would like to begin with the floor. This will be a different shape in our plans. We will talk later about that. And I would like to divide different elevations. After that, we will combine them. As I said, the level of your details can be adjusted by you. These are the shapes, the little shapes we will have to adjust. As I said, we cannot skip that. But they will be very close. At least when we will create our plans, they will be almost invisible. There is a perfect method. I'll show you in cat if you want to proceed and do that at an expert level. But I think it doesn't worth it. It will take a lot of time to do that. And finally, the result that you will get will be no more than artistic. It's better to detach all the shapes apart, then we will combine them. Anyway, in Arca, they will be in two D, it will not matter, but they are not in two D. There is three D in arcade, but we don't use three D for our plans, we will use two D. We will make all the details they belong to one plane. You can see the interpretation on objects. They will look a lot different in arcade using the same section. It's better to do that in Phidias Max. Well, I found it to be a lot easier to do that in Phidias Max. I hope I don't forget any detail. There are a lot of details. So for example, for this shower we will use the details that show its shape from above. We can also use the glass and as I said, it's better to detach. Now turn to turn our session. As I said, you can use those details if you want. It's a lot of time. If you have the time, you can play with that, your plans will look not empty. This is up to your projects and the time you have to work on one or another, it's better to put the sections apart so you don't get confused. There are a lot of shapes that well got a lot of details. We will have to clear some of those shapes we will do that, receive those shapes from the door. And of course the inner parts of our door. Let's try to find some shapes that define the doors shape or style. The more shapes you have, the more you'll have to play. But you cannot. Just a few shapes. If you want to receive some interesting plans, we will have to adjust his mother to older unnecessary shapes from the start. I would like to show those details as well. Sure, you can use a 12 or fine tuning. We can actually use the sync and the bathroom as well. First of all, let's try to put our tiles behind as all those details are in front of them. In that way, we will not get confused in our layers, the lower parts of our shower. This is a small project for bigger projects, that will be a lot of shapes. Oh, oh, Chile, somewhere in the middle. We'll have to skip the babble part, so we don't get to lines, not anyone show even the growt lines. We must find a balance between our shapes and our details. They don't have to be too simple, but just not too complicated or it will take forever. Now let's try to take the column part tiles. We must not skip them as well. F pore of course. Almost done. We will continue in our next lesson. 19. Creating main general sections in 3ds max: While our details may have little issues, while they have to take into consideration interpolation of curved details. Curved objects. Well, there is actually one big advantage of using section instrument in Preds max. For our plants in arcade, we will need the general sections of our rooms or our interiors. In our case, this is just one room, but we still need the general sections of our walls and our floor and ceiling. Let's try to select the general parts of a walls, floor, and ceiling. I will insulate them so it's a lot easier to work. I've missed the floor and all ceiling. I'll update our section and I will check floor generator. So we can get straight shapes. Actually you can draw this arcade, but it will take a lot more time so it's a lot easier to do this in ph while creating sections. We will have to take into account all the details we need for our future general sections. This section can actually be, I'll make a copy. This section may be the same for opposite wall. Rotate the section so we can create the other two sections as well. Of our remaining two walls, I will need the door. We cannot create always perfect sections, so we will have to combine. In this case, I would have to create the door. I think we will cut this piece in, but we will do that later. Oh, so same thing here. This last zero. I'll create just one more section to obtain those lines, missing lines. After that we will make them planner and we will attach. We've got the same line on the opposite pole. It's a lot easier to do this in Phidias, Max, as I said, so we don't guess. 20. Combine obtained sections in 3ds max: Now let's try to continue. In this lesson, we will create two pair of shaves, or sections that we will need for our future plans. You will see that in the process I've mentioned earlier, that we can draw our plans using different levels of complexities. I'll show two methods. One will be one simple method and the second one will be an extended one. And you will decide for yourself what method fits you better and of course, the level of complexity for your details. It's also up to you, there are very small details that actually will not matter in our plans. But still you can do that and draw if you think they have to be shown in your plans. For example, I'll delete those pieces of tiles. I think we don't need that. There are just too small and they will be not visible. First of all, we have to clear all unneeded shapes or unneeded spans. And after that we can make the remaining necessary splits plan without general sections. That point actually should be lower, but our tiles, as I said, will continue up to the ceiling to the point where we have our hidden lights. So I'll leave those passing through our ceiling line. Miss the tail there. In our last section, let's clear the unnecessary shapes. I will attach the details so we can get one shape. Now let's try to combine all those into one and see what we obtained. And then we will clear all the unnecessary shapes if needed. First of all, I will attach, I almost forgot to lock the door. Oh, dash as well. Now let's try to put all those shapes above and let's see what we obtained. As I said, we will leave one section. First of all, I would like to copy. We don't return if we miss something or do something. Right, there are a lot of shapes. It's okay to miss some little details. Another side to attach shoulder pieces into one, it seems to look okay. Using our first example, we will do the same with the rest of the walls behind. All the sections Must be our general sections or our clear section. It's a lot easier so you don't get lost above the edges. First of all, I would like to correct that piece. We have to set the line on the same level under the column, on the under the ceiling element belonging to the column that piece we don't need as well. And that point must be set to zero so it reaches our floor. Same thing here. I will leave just one straight line. We don't need that amount of details, there are just too many and they actually create unnecessary geometry. Let's try to get the shape of our shower, the side view. I'll select all those details in the head we will need at the lower part of lower shower. Oh, it must be on. On Y, I'll attach using our general sections so we can get the center for our pivot point. I'll try to trim. It's a very strange instrument, actually, in article. It works perfectly here. It has some bugs if we can call them. So let's try to fix point using the same options for that wall. We will leave the tiles up to our ceiling and we need the lower part of our shower. As I said, let's try to get that part. As I said, there are a lot of details, we may skip some, but we can also return. I'm Actually we got that section. We just missed it. We will set it in its place, It seems that's also okay. Let's get to the next wall. We always begin with our general section. Always wait our selection so it's a lot easier to work. I think we will erase that part, but we will do that in our cat. Let's clear all those details. We will need actually only that line so we can complete our general section and I will attach. We will cut this in. Cade Later, I'll need the hanging toilet and the part above it with our shelves. No, the tiles part. So we'll have to fix that. Let's create session seems to be okay. And now let's try to combine those shapes. We don't need the upper part in this part. The tiles get higher after our general ceiling. And now let's try to create the final part of all details. I'll copy the coordinates and make our sections and our last wall. Actually, we forgot about the tiles on our column. I'll add them so we don't have to keep that in mind. I'll insulate all other parts so we get only the tiles part and one piece to our details part. And I will attach the bathroom part. We will finish oct. Just a little bit later. Now, let's try to finish our wall. You may ask why I always copy, why I'm not using the first one. Well, it's like a reference. If I miss something, I can always look back. I find it to be a lot easier to work in that manner we got here and the tiles and the details. So I will copy so we can begin with our tiles first. Let's try to clear some of those details. We don't need that amount. Just too much. I think those details will be enough. Our tiles shell spotted. Now let's try to adjust our tiles. Let's try to fix it. Our bear of plans. It's not in the middle. I'll create it. That should be zero. I want to define our mirror part. And here we will add our tiles and shelves. If there are tiles behind our shelves, well, it's up to you. It's okay if they are, but actually you can skip that. They will be not visible. So finally, it's up to you if you add them or not. Depends on the budget final part or our details part. Let's copy our coordinates and make all those shapes plan. This seems to be okay. We will continue in the next lesson. We need our floor as well and not only. 21. Creating floor sections and details: Next we'll create our sitting room floor sections part. I'll select all the shapes. Let's turn our section. In this case, we will also have to adjust, as in the previous examples, we will need a few sections so we can create one general section. Same thing for ceiling part and check for generator so we can get straight shapes. First of all, let's pick all the shapes we need for our ceiling. We're not on the ill. No, that's great. She it's a lot easier to copy then to try to obtain that shape from our first initial plans. I'll just copy and set it in the right place. Now come now, that's sad to a touch. We can use that section to create our missing details for our plans, for the floor plan. Some of those details as I said I've created earlier, but we can use our dimensions from our care. It will be a lot easier so we don't get lost. I'll delete the details and I'll leave only our walls so we can get the exact dimensions for our interior or for our bathroom. In this case, it depends on what project you work. May be bigger or smaller. But anyway, the process is the same. Now let's try to get our tiles for our tiles. I'll let to make a cooke. And I will try to install, let's try to pm in those lines. Now as we got our general section, we can install our details. I also tried to get to do unnecessary details, but I was still to combine our styles and our shore section. I'll copy the coordinates for our elevation. Don't forget the center of the details. And as I said, we obtained all those details from scratch. Like in our first sketch that we saw in chat at the beginning of our course, we center our pivot points in order to avoid unnecessary elevation for our splits, as the pivot point may be higher or lower depending how we created the first initial section or detailed section. Well, this is very close to what we saw. Actually, I forgot about the side part of our bathroom. We will need that for our tiles. We will install last details for our sections. 22. Prepare sections for AutoCAD: Now the final part for our sections in three S max, you must arrange and prepare them for our Autocad export. First of all, we will have to turn them and range so we can use them properly in Autocad. We can actually turn them in out get too, but it's a lot easier to do that in Preds Mac, we forgot to attach. Let's turn as well. We don't forget to set the elevation level at zero. We also forgot here to attach. Not a problem. I will set the floor sections as well to zero level. We cannot keep them one under another, so I'll have to move them. Well, something like this. Now we'll have to export that into DVG format, so Autocad can read this next. We will get to Autocad and get to our plans and creating our plans further. 23. Start AutoCAD plans : In this lesson, we will bring our sections from three DS max. Let's open our Arcade First File, and we will our sections. First of all, if you receive something like this, this means that we have to switch to millimeters. We'll go to units and change from inches to millimeters. After that, it should open properly. First of all, let's align our sections. Oh, I'll take the first two sections from each part and I will begin to align them. We will get to our details a little bit later. First, we are going to work with our walls. Later we will get to our floor. Let's apply a hedge so we can read our plans a lot easier. I'll try to guess the scale. It has some delays. It happens. I'll apply the same hedge to all upper sections. I'll cut this part. Actually, we don't mean that, at least for our styles for sure. Oh, close those gaps so we can apply a hedge. Let's correct the scale. Same thing here, it has some delays. Let's choose a hash for our concrete. Oh, this cow. That looks okay. Same thing here. Actually, I will cut this part as well. Other said to a ball. So here. And the last part. Now let's try to align them using one level. And this will be a zero level, a bird. I'm using catch separately so I can move those sections apart. Actually, I will not move. I will copy. I'll set, as I said, all our sections according to our zero level. That's actually not zero. We will change that. Now just for simplicity, I will use the initial point to bring our sections on one level. Our zero point will be our floor level. I copy. As I said, I like to leave some copies behind in case some things go wrong. There are a lot of splants and a lot of shapes it may be. Now let's get to our next lesson. 24. AutoCAD plans, overlapping sections: In this lesson, we will try to overlap our two sections so we can get one uniform section. I'll change the hedge a bit, the density is just too high. Now let's try to select our details. And we will try to add that. Our upper sections, the ceiling we already have. So we will move only our tiles. No, it's got to the second part. Actually, I forgot about the column part. We will fix that. Now, start to both the itch. We will try not to skip any details. That part, I'll try to correct that our tiles don't get higher than our of that element. So let's erase those ships. Now let's try to draw the shape of our bathroom. Our bathroom height should be somewhere around 600 millimetres. I will also delete all those shapes. And we will add the hedge and the bathroom profile or the bathroom supplant one more wall. We should install our bathroom. First of all, let's apply our hedge. We will give it a different color a little bit later when we will create our layers. Let's get to our first shape. Hotels should be up to our ceiling. Let's correct that part. That's fine. And the last part will loudly establish our tiles. And then we will add our battoon. Same problem, here it is. On the second ball, I'll have to delete those shapes. Let's start our bathroom and let's buy the same hedge. Well, something like that. In the next lesson, we will continue. We have to add the layers. And not only I'll copy, and then in the next lesson, we will continue. 25. Create AutoCAD layers for plans: In. This lesser will create our layers for our sections. Those are the preferences I'm using for my dimensions. Now let's try to talk about layers. First of all, I'd like to create separate layers. It will be a lot easier to manage our plans and our drawings. I'll make three layers for our different hatches, one for dimensions, even if they are set like they are already on a layer. Oh, by the second hedge and the last one. Next, we will get to our tiles. Let's copy and get to our next lesson. 26. Presenting AutoCAD plans, simple method: In the design process, we've got different levels of complexity. And depending on the type of project, you can choose a more simple method or a more extended or complex method. First of all, I would like to show a simple method. Then we will get to our extended one. When we will use our simple method, we will apply just a simple hatch to our tiles. It's actually enough to show and present technically correct your project. We will get further to a more complex level. That hatch is different, so I'll make those hatches separately. Oh, here let's make a hedge for our dark town and one hedge for our light town. I'll choose something very close, but still not too wide, so it can make a difference. As I said, this method is already enough to present your project as it got the correct dimensions and the tiles position. Let's copy and get to our next lesson. 27. Simple method details in AutoCAD: Now let's try to add our details. I'll copy the first section for each part. We will get to the for later. I'll make a copy and we will add those details. That copy. First of all, let's arrange them. We'll have to apply all those shapes above our hedge. We will copy. They should be above, they are created later. The next one is this, we will avoid that part. Here is the bathroom profile and we will select all the details as well. Oh, go my son. Oh, sure. Send back so you can see our shower. And the last section, there are plenty of details here. In that way, it will look a lot more realistic. We can actually end in the lights that's left. We can actually delete all those shapes so we don't get confused. There are a lot of spines. Next, we will need only those shapes. I forgot about one moment. Our mirror is not that high. I have to fix that. Not a big deal. But anyway, we have to be correct. Same thing here. It's a lot easier to apply. I think our she's got some holes or gaps. The hatch passes, so our next tiles may happen. This is not perfect. But anyway, we can correct that. If we will bother with every detail. It will just take too much time. I think some of bug can create that hatch separately and then we will copy senate I'll that we don't need. Okay. Let's get further to our second method. This is one of those simple methods you can use to present your projects. 28. Presenting AutoCAD plans, extended method: Now I would like to show the second extended method. First of all, we'll have to get back to our DS max file. We will create image sections that we will use in Autocad. This method is almost perfect. I'll show a perfect one later, but this is up to you. I think it takes just too much time. Anyway, I will show it. I tend to use this method, it's very close. It doesn't take a lot of time. But as I said, it's up to you. If you want to play, I'll show a little bit later. One perfect method. First of all, let's activate all our flow generators. We will use clipping so we can obtain our sections using our images for our tiles. One more advantage is the fact that the floor generator creates already the mapping for your tiles. We don't have to bother to rotate them in cat, this is a very big advantage. We'll have to use Photoshop as well. We need the walls. This is the section that we need now. We will crop every detail. We will adjust them later in tecate. Now, save them as GP files. Now we'll bring them up here. You may ask, well, this is not perfect. Yes, it's not perfect, but it's very close. Otherwise, it just takes a lot of time to do that, and I don't think it's worth it. I'll copy and we will adjust in the next lesson. 29. Extended method details in AutoCAD: Now let's try to adjust all those images. As I said, they will be not perfect, but they will be very. I'll make one more copy now we have to adjust our image using our edges. It's in proportion, it will fit at least it will be. After that, we will use our plans to cut the edges. When we will present our plans, those little details will be almost invisible. If you'll have big presentations where the details will be necessary and the format that you will present your project will be very large, you'll have to use the perfect method. I'll show the perfect method after we finish all these shapes. Now I want to cut our image so we can get rid of those unnecessary details. And we can actually see only the tiles part, something like this. This is a more extended work or method, but it looks a lot more realistic. And of course, I'll leave the details that way. Looks very close to our reality. Let's get to the second one. It's a lot easier to adjust using the limits of our walls. As I said, our images are in proportion, so they will be very close. Something like that. Now I'll try to bring the lower edge on zero level. Now let's try to, we will credit. Let's switch then. Let's say section listen goes. Might have missed a little bit, so we will fix that part. So bad I forgot about the mating part. 610. No, it is fun. 30. Presenting AutoCAD plans, perfect method: In this lesson, I would like to show the perfect method we have to finish our floor. I will use this perfect method on our floor. You can understand the principles. As I said, it will be up to you if you want to use it. First of all, our images will be not perfect. They may have that type of details. Our tiles are 900 by 450 and I will try to adjust as close as possible. Anyway, as you see, we have some little differences. I'll clear the space for our town. I'll copy. I will have to adjust every tile using clipping. It's better to use the opposite corner so we can skip that black detail. Now we will have to clip. It's a lot easier to do this when we have straight tiles, but when we will have cuts and we will have cuts, it will take some time. But anyway, as I said, you can do it, it's up to you. 31. AutoCAD plans axis: In this lesson, we will try to add some xs and details to our sections. This is the simple method as I said. We will leave it, we will pass to our second method. The principle is the same for both. 32. AutoCAD plans dimensions: This will be the last part for arcade. In this part, we will add dimensions for our plans. We will also add the remaining details and we will prepare our project for printing and showing it to the client. 33. Conclusion: This is the last part of our project. We will prepare our project for further printing. Almost every studio got its own style and its individual format, how they present the plans. I've searched on Internet for a free template that I can use. It's very strange, but almost all the templates for plants on Internet have restrictions for commercial use. Anyway, I found one that you can use. It was written that it is free and for commercial use as well. Even if there are some simple templates, I would say the shape of your template shows to the client your professional level. I recommend that you use one interesting template. In that way, your project will look good from the start. If we had to credit the creator of this template, we will do that. But I will move this information lower so I can leave empty the space for my future plan. I'll load the template. I will leave the space is blank. You can have your information there to try to adjust our scale. This is very important. In this case, I'll use one to 50. It looks fine. There are some issues. We must fix them. The I'll explore that as well so we can see it in our plan. This will be the bathroom. Part of the bathroom plan. We must write our scale, 1215. Oh yes, These may seem to be, oh, scale them down, that's better. And we'll move our floor plans a little bit closer. Sometimes the dimensions jump. Anyway, we will fix that. Let's use one new dimension. There is too much space between them. Yes, that's a lot better. Now, the title card, I will extend that line and I'll correct scale 115. I would like to add the tiles as well. So when we talk to the client, we can see all the information on one plan. You can write information for the tolls. I'll scale a little bit. Our title is too big. I said you can specify the information for the tiles. Almost done. Let's adjust and find the last steps. Can you put your information lower? And I will print, well that's it, I hope you enjoy the. This is the method then using for interior design process in my projects. You find it useful for yourself. I would recommend that you try to repeat the entire process in that way. You can say not only I know, but you can say I can. I wish you all good luck and I hope all this information helped you to grow your professional level. I hope I see you at the next courses that I'm preparing. Goodbye.