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.