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How to Make a Dazzling Golden Pearl Teapot in 3D

StudioMax

Make a teapot in perspective view port with radius 70


Increase Teapot segments to 10.

Apply Lattice modifies from modifier list in Modify Panel


and select joint only vertices.
In Joint group set Geodesic Base type to Icosa and set
radius =2 and segments =2, dont forget to check the
smooth check box.
Now its time to set up your rendering engine. Press F10
to bring up Render Setup Dialogue box or click
Rendering from Menu and click Render Setup.

From Assign Renderer Section, click on Choose renderer


button in front of production and select V-Ray as your
renderer. Be sure that you have already installed the V-
ray renderer for the respective version of you 3ds max
application 9, 2008, 2009, 2010 or 2011.
Now place VrayPlane in viewport anywhere in the scene
from Geometry section.
Click on lights and select Vray and select Vray light and
draw two light over the teapot like this with intensity
multiplier =30.

Now lets have some fun with materials. Hit M to bring


up Material Editor, select a slot and click standard button.
From material/map browser select VrayMtl and click OK.
Set Diffuse, Reflect and exit color like this and apply it to
the Teapot by dragging material slot onto teapot.

Select second material slot and do the same as above,


but now we are going to prepare material for the floor. So
here click on diffuse (small square button) and select any
bright wood map from map browser and click ok. I have
selected oak1.tga.
Click on go to parent button to go to main interface.
Set reflect colour to light grey (see the image).

Apply this material on v-ray plane by dragging it.


Now its the time to set up the environment. Just press 8
on your keyboard to bring up environment dialogue box.
Click on the none button and from standard, double
click on bitmap and select any indoor HDRI Image or you
may download it from the internet; they are not scarce.

Drag this button to a new slot in your material editor.


Set mapping to spherical environment.

Press F10 for render setup and Turn on Indirect


Illumination check box from indirect Illumination tab.
Set Irradiance Map current preset to Very low. If you want
to render it in less time, you may increase this to get
more realistic result.

Thats it, we are finished. Set a dramatic angle of your


view in perspective view and hit F9 to render and watch
what have you achieved for yourself in 3D Studio Max.

You can apply these techniques on any object to get a


similar outcome. Now the ball is on your side of the court
and you can play around as you like.
Modelling a table

This is another tutorial suited for beginners in 3d studio


max. I will model the Brancusi table

First go to the shapes, and select line tool, and then draw
the profile of the table. You can draw a rough shape now
because this can be adjusted later
From the modifiers list, select lathe select weld core, to
weld the centre, and raise the number of segments until
the table is round enough

If the shape is empty, then you must check the "Flip


Normal's"
Now you can go down on the stack to the line shape, to
adjust the roundness of edges. For this go to vertex
mode, and select the desired vertices and fillet them by a
small amount. In my case 0.3.

For the table foot the modelling is very simple. We will


make a box, convert this to editable poly, and select the
top poly, and scale this out, then extrude, and scale in.
Continue this until you obtain the desired look.
Now select the vertical edges, and chamfer them.

You can make the base from a box, that has 2 segments,
length and width
Delete the following parts, because this object is pretty
symmetric, so we can use Symmetry modifier to simplify
our job

On the remaining part, you can use quick slice to add


more edges, or you can use cut. Then select the bottom
part of the base and scale this out, then select just the
small foot, and extrude this a bit and adjust to the right
angle
Apply symmetry on X axis

Apply symmetry on Y axis


The modelling of the table is finished

This is how it looks like with a wooden material applied


Create a Windows-Like Logo in 3D Studio Max

1 - Start by creating an arc. ( Create > Shapes > Arc ) You


will have to drag the object and then pull it with the
mouse upwards to make it curve a little bit only. Check
the image below to get a better idea.

2 - Duplicate the arc by first selecting it, and then


dragging it down while holding shift. A cloned version of it
should appear.
3 - Right click any arc andconvert it to an editable
spline, go then to theModifytab and
selectVertexthen after that click theattachbutton
then select the other arc and then clickconnect.
4 - Click the end of any arc and drag it to the opposite
end. Do the same for the other end to make the two arcs
join at their ends by the two lines.
5 - Unselect vertex button and click the shape. This
should now make us a whole shape and not two separate
arcs. SelectExtrudein theModifytab and raise the
amount of extrusion to the amount you desire. You should
make the height at least equal to the width.
7 - Rotate the 180 degrees so that it looks this way. (The rotate button looks like this )

8 - Finally duplicate the two shapes and drag them to


below the older two shapes so that you have the windows
like flag shape.
9 - The ending look is created by applying a material for
every square to match the colours of the real logo.My
model looked this way by rendering it in v-ray and
chamfering the edges.

Create a Wooden Toy Car in 3ds Max


In this tutorial, artist Hatice Bayramoglu will give us a
overview of the process he used to create his Wooden Toy
Car scene. Although the main focus of the tutorial is the
modelling of the car. Hatice will also give us a brief look
at the lighting and rendering settings he used to
complete the scene. Let's take a look...
Part 1 : Modelling
Step 1
We start by creating a sketch from which we'll start the
model. Here is mine :
Step 2
OK. Now we start work. Well start to model the Body of
the car by creating a box. You can see the measurements
in the Parameters panel below. If you look carefully, you'll
see that Im not adding any additional segments, and
theSegsare set to1. This is because I prefer to add the
segments myself later using Editable Poly.

Step 3
OK, now pressF4on your keyboard to see theEdged
Faces. Now,right clickon the object and selectConvert
to > Editable Poly.
Step 4
Now go into themodify paneland selectEdgesub-object
mode(click the button marked 1 in the image
below.)Select one of the horizontal top edges,
andclicktheRingbutton (marked 2.)
ThenclicktheConnectbutton. (3) from theEdit
Edgesroll-out. Now let's adjust the segments, by setting
the number to3. Repeat this process for each side of the
box.
Step 5
We'll now add more edges. Look at the screenshot below
carefully. Choose the two edges on either side of the top
edge,clicktheRingbutton again from theSelection
panel, and thenclicktheConnectbutton from theEdit
Edgespanel as before. Adjust the number of segments
to1and set theSlideamount to-40andclickOK.

Step 6
Now enterPolygon mode(the button marked 1 below)
and, while holding down thectrlkey, select the12middle
polygons on the bottom of the front side of the cube
(shown in red below.) With the12polygons
selected,clickon the small box next to theExtrude
button(marked 2 below.) Adjust theExtrusion
Heightto91.0andclick OK. You should now have a
model like the one shown below.
Step 7
We'll now adjust some vertices. We need to move some
of them up slightly to better match the sketch. PressLon
your keyboard to switch to theLeft view. Now
enterVertexsub-object mode (shown below on the right.)
Select the second row of vertices and move them up with
theMove tool(as shown below.)
Step 8
Using the same techniques illustrated above (adding
edges and moving rows of vertices) I've added in enough
edges to allow us to move onto creating the window. See
if you can do the same to match the image below :

Step 9
Now re-enterpolygon selection mode(1), and thenleft-
clickandholdon the box marked 2 to bring up a list of
the possible modes for that tool. Change it toRectangular
Selection Region. Now,clickon theSelect Objectbutton
(3). Select the polygons shown in the image below. As
were in a side view, the polygons get selected on both
sides of the model, which will come in very handy as
youll see in a second!
Step 10
With the polygons selected on both sides,clickthelittle
buttonnext to theBridgecommand (1). The Bridge
command will create a 'tunnel of polygons between the
two polygon selections, and in our case well be using it
to create the window section. ClickOK.
Step 11
Now, select theedgesshown below, and, still holding
downctrl, select the same edges on the other side of the
model as well. ThenclickLoopfrom the Selection panel
to select all of the window edges.
Step 12
Now,clickthelittle buttonnext toChamferas shown
below, adjust theChamfer Amountto1.5and clickOKto
add a bevel to the window edges.

Step 13
Select one of the edges inside the window section
andclickRingand thenclickthesmall boxnext
toConnect. Adjust the amount ofSegmentsto3and set
thePinchamount to around83, and thenclickOK. These
edges will help us maintain the square shape of the hole
when we add aMesh smoothmodifier later on in the
process.
Step 14
Using the exact same techniques from the past few steps
(adding edges, adjusting vertices, bridging polygons and
chamfering edges) Ive added in another hole for the
windscreen. See if you can do the same by matching the
image below. Dont be afraid to ask for help if you need
it!

Step 15
Now, select the front8polygons as shown
andextrudethem with a height of approx90.
Step 16
I've now added a few extra edge loops around the new
extrusion. This will help maintain the shape we need for
the front of the car. Now let's add aMesh
smoothmodifier by going into theModify Paneland
choosingMesh smoothfrom the modifier list.
As you can see the corners are looking soft and incorrect
(circled below.) Next I will show you how to solve this
problem..

Step 17
First let's delete ourMesh smoothmodifier and then
zoom in and take a closer look at one of the chamfered
corners of the window.
Step 18
Now let's go back intovertex sub-object mode, and select
these two vertices (shown below.)
Step 19
With the two vertices selected,clickthe box next to
theWeld buttonin theEdit Vertices panel. Increase
theWeld Thresholdamount until you see the two vertices
snap together (as shown in the image below) and
thenclickOK.

Step 20
Repeat the above step on each corner of the windows.
After adding a few more edges. I deleted theMesh
smoothmodifier. Then I selected the polygons on one half
of the car and deleted them. I then added
aSymmetrymodifier from the modifier list. Lastly, I have
added anotherMesh smoothmodifier to the car. At last,
we can see the body of the car in the screenshot below.
Step 21
Here I have added a few extra details to the model using
the previous techniques. By studying the images below,
try to add the same details to your model.
Step 22
Here is a close-up of the car's grill. Starting from a box I
have created this using the previous techniques. (Adding
edges, Bridging polygons and Extruding). See if you can
match it.
Step 23
Next we create one of the wheels. First I created
aCylinderand converted it toEditable Poly. I then
modelled the wheel using the same techniques we used
on the car body.(Ring, Connect and Bridge.)Try to match
my screenshot below.

Step 24
Once you have finished modelling the wheel. Select it and
go to theModifier List, and add
anotherSymmetrymodifier. We need to make the wheels
fit the car's width. To adjust it, selectMirrorin
theSymmetryroll-out. You can then move theMirrorby
using theMovetool. Look carefully and try to match the
screenshot below.
Step 25
We can now copy our wheels to the back of the car. To do
this, select theMovetool, holdShiftanddraga copy to
the back of the car. We can finish the wheels by adding
aMesh smoothmodifier to each one.
Step 26
And now, well model the fender which sits above the
wheels. Go to theShapes Panel(1),clickLineto activate
theline tool(2). And draw a shape like the one shown
below. If your hand slips while drawing the line, press
theBackspacekey on the keyboard, to undo it. Here is
the line I drew.

Step 27
Once you are happy with your shape,right clickon the
line andconvert it to Editable Poly. Go intoPolygon sub-
object modeand select the newly created polygon.
Nextclickon thelittle boxnext toExtrudein theEdit
Polygonsroll-out. SelectGroupas theextrusion type, and
enter an amount of20for theExtrusion Height. See
screenshot below.
Step 28
Next we will create a quad mesh. To do this, go back
intoVertex sub-object mode(1). Hold downctrland
select one pair of vertices (2). Then press
theConnectbutton (3). Repeat these steps for each pair
of vertices.
Step 29
Once you have connected all of the vertices, it should
look like this.

Step 30
Next I chamfered the corners and added aMesh
smoothmodifier. Finally I adjusted the vertices to refine
the shape and make it look soft and clean.
Step 31
Okay, I then copied the fender to the other side using the
same technique as before. The car now looks like this.

Step 32
If we look from the side view, we can see the fender has
the wrong appearance. The vertices are too close to the
wheels.
Step 33
I used theMovetool to adjust the vertices into the correct
position. Look at the screenshot below carefully, we need
the vertices to be like this.

Step 34
This is the final model, I have added a few additional
things. Look at the image and try to model the extra
details.
Part 2 : Rendering
Step 1
OK, Now I will show you how to render the car. I setup the
scene using two Vray lights and a ground plane.

Step 2
The settings for each Vray light look like this. I'm keeping
the multiplier's low because our main lighting will be
generated by an HDRI image. I set theSubdivsto18for a
soft and clear image quality. Match the settings shown
below for each light.
Step 3
For the final Vray render settings. I choseAdaptive
DMCfor theImage sampler. For theAntialiasing FilterI
have chosen to useMitchell-Netravali. I have also set
theColor Mappingtype toHSV Exponential. Finally I
increased theBright Multiplierto2and
theGammato1.2.
I have also added an HDRI image to theGI
EnvironmentandReflection Environmentto get nice
lighting.
Step 4
I set theIndirect IlluminationtoIrradiance MapandLight
Cache. As you can see from the screenshot, Im keeping
their settings a little low to get quicker renders.
Step 5
Lastly, I added the same HDRI into theEnvironment
Mapslot. You can find this option by going to
theRenderingmenu at the top of the screen and
choosingEnvironment, or by pressing8on the keyboard.
Here is a quick render of the final result with a wood
texture applied.

Lighting & Rendering in 3dsmax using mental ray -


Interior
Hi and welcome to my tutorial. My name is Nabil
Chequieq, from
and set upand
Morocco, some materials
in this tutorialthat
youwill
willgive a how
learn goodto
result
light
while also having a fast render time.
To start, make sure you are working in a metric unit with
realistic proportions. First I've used a daylight system
(Fig.01).

Change the setting of the sunlight and skylight to mr Sun


and mr Sky. For the fast calculation of global illumination,
let's activate mr Sun Photons (Fig.02).
Now let's take a look at some materials. Actually, I prefer
to render some objects with ambient occlusion in Max
before doing an occlusion pass. For that, the arch+design
materials have a section called Special Effects where we
can activate Ambient Occlusion (Fig.03).
For the wall I've used a little bit of noise in a Bump map
(Fig.04), and for the glass I've used a different kind of
materiel called ProMaterials, with personal settings
(Fig.05).
Let's take a look at the Exposure Control (8 - keyboard
shortcut key). You can see the settings I'm using in Fig.06.
For the indirect illumination, Final Gather and little bit of
Global Illumination work well. I don't use diffuse bounces
(Fig.07)
I use some passes in Render Elements for compositing in
Photoshopand this is the cool stuff (Fig.08).
Here is the render (Fig.09).
Fig.10 shows the settings for the ambient occlusion.
In Photoshop, we can do some colour correction and
contrast (Fig.11).

And this is my final render (Fig.12). I hope that you have


learned something from this brief tutorial and if you have
any questions then please feel free to contact me:
Model A Decorative, High Poly Chandelier In 3D Studio
Max

In this tutorial you'll learn how to model a decorative


chandelier in 3D Studio Max using basic tools and poly
modelling techniques. Youll learn how to create various
elements using both primitive objects and splines, and
how to position them using Max's time saving Array
functionality.

Step 1
Start by creating a Line (Create > Shapes > Line) with
this shape. Enter Vertex mode and select all the vertices,
then Right-click and choose Bezier Corner.
Step 2
Using the Move tool, tweak the green points at the ends
of the handles for each vertex in order to get something
like this.
Step 3
Now go to the Rendering menu for the line, and check
Enable In Viewport and set the Sides to18. After that
Convert it to Editable Poly (Right-click > Convert To >
Convert To Editable Poly.)

Step 4
In Polygon mode, Select and Delete the top polygon as
shown. Then select the ring of edges in the last section,
and add3new loops as shown using Connect.
Step 5
Select and Apply an Extrude to the polygons (we got after
adding the three edge loops) to get this.

Step 6
Select the top polygons from the middle to the end. And
apply an Inset and Bevel. This will be the location where
we will place the cables when we finish the model.
Step 7
Add3new edge loops to the inside of the extrude using
Ring and Connect, as shown.

Step 8
Select the top middle polygons on the first end, and apply
an Inset two times until you get this. Then repeat the
same steps on the second end using the same values for
the inset.
Step 9
In Edge sub-object mode. Select the outer edge loops
creating by the inset, and from the Loops menu (in the
Graphite Modelling Tools Ribbon) select Loop Tools and
then click on Circle.

Step 10
Select the polygons in the centre and click on Grow, then
Delete them
Step 11
In Border sub-object mode. Select the holes and hold
down Shift and drag with the Move tool on the Z-axis.
First make a short drag movement and then drag one
more time in order to get a loop close to the edge, which
will support the geometry once we add Turbo smooth.

Step 12
Ring and Connect the edge rings as shown below. Apply
the Connect with2Segments and a Pinch value of65.
Step 13
Now Add a edge loop around the extrusion
with1Segment and a Slide value of90, as shown.

Step 14
On the other end (bottom) make the same holes and
support them as well.
Step 15
Go to the other end of the line object and create a Sphere
(Create > Geometry > Sphere) with18segments,
Convert it to Editable Poly and Select the
bottom36polygons.

Step 16
Delete the selected polygons, and use Attach to combine
the two objects together. Select the two open borders
and use Bridge to create a new loop of polygons between
the two elements to connect the geometry.
Step 17
Now back to the other end (side) of the spline object
again. Select and delete the top polygons.

Step 18
Create a new spline (Create > Shapes > Line.) Select all
vertices, Right-click and make them Bezier Corner.
Step 19
Tweak the handles of the vertices in order to get
something similar.

Step 20
Go to the Rendering menu again and check on 'Enable In
Viewport' and set the Sides to 18. After that Convert it to
Editable Poly, the Delete the polygons at the two ends.
Step 21
Create two new Spheres and repeat the same actions as
before, using Attach and Bridge to combine and connect
them with the main object.

Step 22
Create a new Cylinder (Create > Geometry > Cylinder)
with18Sides and4Height Segments. Convert it to
Editable Poly and apply a Bevel one time on the top part,
and four times on the bottom part until you get this
shape.
Step 23
On the top polygon apply an Inset, and on the bottom
polygon apply a Bevel with a low Height value and a large
Outline amount.

Step 24
Apply a Bevel on the top part three more times, and four
more times on the bottom, until you get this shape.
Step 25
Apply a Bevel four more times on the bottom. And then
apply a Bevel to the top with a Height value of0. Then
apply Bevel once again on the top with an Outline
amount of0.

Step 26
On the top part apply the same two steps as in the
previous step, but this time with a larger Height value.
Apply an Inset, Extrude and Bevel on the bottom to get
this result.
Step 27
We continue working on the bottom side by applying
extrudes with negative height values. And then apply an
Inset and Extrude again, but this time with a positive
value and a larger Height amount. Finally apply a Bevel
one more time.

Step 28
Continue by applying a Bevel two more times with the
same Height and Outline values, but for the second one
make the values negative. Then continue Beveling until
you get something like a deformed sphere.
Step 29
On the top polygon we apply an Inset, Extrude and an
Inset again, then Delete the polygon. The result should
look like so.

Step 30
Ring the edges and add8new loops on the top, and7on
the bottom using Connect.
Step 31
Select the polygons between the loops and Extrude them
in with a negative Height value.

Step 32
On each ring made by the extrude add a new loop in the
middle using Ring and Connect.
Step 33
Add some extra edge loops as shown.

Step 34
Add more loops as shown at the bottom.
Step 35
Shift the loops on the cylinder and add one more so we
have a total of four loops. Then select the polygons of
each third section as shown and apply an Inset2times.

Step 36
Using Loop Tools again, add holes as we did the last time
(in Step 9.)
Step 37
Select the first two decorative elements and then select
the eight polygons highlighted below on the main
element, and Delete them.

Step 38
Go to the Hierarchy panel and choose 'Affect Pivot Only'.
Move the Pivot Point to the centre of the main body as
shown below. Then turn Affect Pivot Only off.
Step 39
Using the Rotate tool while holding Shift, make five more
copies and Rotate them in60degree increments.

Step 40
Combine the objects together using Attach, then Select
the matching borders and use the Bridge tool
with4Segments to close the gaps. Finally apply a
Turbosmooth modifier with2Iterations.
Step 41
Select the two loops shown on the bridge we just made,
and Scale them like so using the Scale tool.

Step 42
Create a new Cylinder with18Sides, and4Height
Segments. Then apply a Taper modifier and set a
negative value for the Curve option.
Step 43
Create a new Sphere with18Segments, and use the
Scale tool to deform it a bit.

Step 44
Convert the Sphere to Editable Poly. Then select the top
and bottom 36 polygons and Delete them. Delete the top
and bottom polygons on the cylinder as well. Attach the
objects and connect the two using Bridge.
Step 45
Create another Cylinder and a Sphere and repeat the
same steps. The result should look like so.

Step 46
On the top apply a Bevel 3 times. First with a negative
value and the rest with positive values. Apply a Bevel to
the bottom as well, with a low value in order to get this
result.
Step 47
Apply a Bevel two more times on the top part, after that
Extrude and again Bevel with the same value as the
second bevel we created, but this time use a negative
Outline.

Step 48
Continue by adding a Bevel two more times with a
positive Outline. Then add a bevel with a0Height value
and then extrude. Again apply a Bevel with0Height and
a slightly bigger outline, finally Extrude again.
Step 49
Apply an Inset and then Extrude with a negative value.
Again Inset and apply a Bevel with the same Height as
the extrude, but this time with a positive Height and a
negative Outline.

Step 50
Apply an Inset on the top polygon, and then add two new
loops on each edge as shown below.
Step 51
Add loops where the connections are between the
spheres and cylinders.

Step 52
On the top Create two new loops around the inside of the
center and then using the Loop Tools make a hole on
each side. Create a Torus object(Create > Geometry >
Torus)with8sides and combine it to the object using
Attach. Finally Delete the bottom6polygons of the torus
and connect the elements together using Bridge, set the
segments to2.
Step 53
On the center polygon apply an Inset and then Extrude
with a negative Height value, and then Delete the center
polygon. On the edge apply a Chamfer and set the
segments to2. Finally apply a Turbosmooth modifier -
Iterations2.

Step 54
Create a new Cylinder with2Height Segments and
Convert it to Editable Poly. Then on the bottom polygon,
apply an Inset two times, then Extrude and finally Inset
again.
Step 55
Apply a Bevel two more times, and then an Inset two
times as shown below.

Step 56
On the top, we apply an Inset and then Delete the
polygon.
Step 57
Create a new Cylinder, Convert it to Editable Poly and
Scale down the bottom polygon, then Bevel it four times.

Step 58
Apply a Bevel four more times in order to get a rounded
shape like this.
Step 59
Now Bevel again five more times in order to get this
shape.

Step 60
Select the groups of polygons highlighted below, and
apply a Bevel.
Step 61
Delete the bottom polygons, and add new edge loops as
shown below.

Step 62
On the top polygon we first apply an Inset, and then
using Bevel we create a shape similar to the outside of
the element in order to give it thickness.
Step 63
Close to the edges, add loops and finally apply
Turbosmooth - Iterations2.

Step 64
Create a new spline with a curved shape, and then from
the Rendering menu choose Rectangular and check on
'Enable In Viewport'.
Step 65
Convert it to Editable Poly and add loops close to the
edges as shown, and then Delete the two side polygons.

Step 66
Apply a Turbosmooth to the element and using the Rotate
and Move tools position it like so. Go to the Hierarchy
Panel and click on 'Affect Pivot Only' and set the pivot
point to the center of the big element in order to rotate
the copies of this element around the main element.
Step 67
Go to the Tools menu and click on Array... choose Rotate
> Totals and enter360, and set the Array Dimensions 1D
to70and click OK.

Step 68
Create a slightly curved Line and apply the same settings
as on the previous one.
Step 69
As in the previous steps, Convert the line to Editable Poly
and add loops close to the edges. Apply smooth, and
using the Array function add70copies.

Step 70
Now Create a new spline which has the profile of light
bulb.
Step 71
Add a Lathe modifier and check on 'Weld Core', "Flip
Normals' and from the Align settings, click 'Min'.

Step 72
Add a Turbosmooth - Iterations1and place the light bulb
in the correct position as shown below.
Step 73
Group all the elements plus the light bulb (Group >
Group), and from the Hierarchy menu click 'Affect Pivot
Only' and centre the Pivot to the centre of the main body.
Finally make five copies and rotate them like so.

Step 74
Create two new Lines which will be our cables. Check
'Enable in Viewport' and give them a medium thickness
and then convert them to Editable Poly. And as we did
before, make five copies and rotate them around, one for
each arm.
Step 75
Create a new Cylinder and Convert it to Editable Poly.
Delete the top polygon and on the bottom one, apply a
Bevel two times, Inset and then bevel, Extrude, and Bevel
again with the same value as the bevel before the
extrude. The result should be like this.

Step 76
We continue by doing an Inset, Bevel, Extrude, and Inset.
Extrude again with a high value for the Height and then
Inset again, and finally Extrude with a negative Height.
Step 77
Add some additional edge loops using Ring and Connect
as shown.

Step 78
Add additional edge loops at the bottom as shown, and
make a hole on the side using the techniques previously
covered.
Step 79
Create a new Torus with12Sides and24Segments and
Convert it to Editable Poly. Delete the bottom half and
while holding Shift, drag downwards to create something
like this.

Step 80
Apply a Symmetry modifier, set the Mirror Axis toY, and
then Convert the object to Editable Poly.
Step 81
Add two new edge loops on one side, and Delete the
polygons between the new loops. Then select the two
borders and hit the Cap button, finally apply a Chamfer to
the edges.

Step 82
Add a Turbosmooth modifier and make a few copies of
the element in order to get something like a chain. After
that make a new Line that goes in the holes, this will be
our cable.
Step 83
Finally go back to the top element and select the top
border. Using Shift + drag, move it upwards. The first
time make a small move, and for the second make a
larger one in order to get a supporting edge from the first
move. This will complete our Chandelier model.

Model a Stylish Eames Lounge Chair In 3ds Max

In this tutorial we are going to model a 20th century


design legend, theEames Lounge Chair. The reason I
chose this particular object are its different shapes and
forms. It has both soft, organic pillows (with wrinkles) and
a hard, defined structure that holds it all together,
making it an excellent way to learn how to model both
soft and hard structures.
This is a comprehensive tutorial with 98 steps, and will
provide complete instruction to modeling high-end 3D art
for the intermediate to advanced 3ds Max user.
Final Effect Preview

Gathering Reference
The first thing we need to do is find reference photos,
blueprints and drawings. I usually create a collage for this
kind of modeling job, so I dont have to look through
dozens of images.
I generally model these kind of models by eye, although I
would suggest using the right dimensions on models you
will be handing to other people, or placing in scenes.
Another tip is to get one detail to exact scale or size and
then model everything else in proportion to that. This will
help you achieve relatively precise results in less time
Creating the Upper Backrest
Let's begin with the upper backrest. Create a box and
subdivide it. Then create a plane that is a bit bigger, and
set it behind the box. It will be the wooden shell for the
backrest.
Step 1
Select the plane and subdivide it. To add these edge
loops, select edges which will be crossed by the edge
loop.

Step 2
Click Connect to add an edge loop. I will use this very
frequently so whenever I mention 'Add an edge loop' you
should refer to this explanation.
Step 3
Move forward the end vertices and scale them down
slightly.

Step 4
Use the Chamfer tool to split the corner edges as shown.
Step 5
Add an edge loop vertically.

Step 6
Delete the right half. We will be using the symmetry
modifier to get the other half in place.
Step 7
On top of the symmetry modifier add a shell and a
turbosmooth modifier with these settings. This is just a
way of optimizing the workflow, and a good habit to get
into. If you want, you could also get rid of one half
vertically and use another symmetry modifier, so you
would need to work on just one corner. However, later on
we will be getting rid of these symmetry modifiers and
giving each detail a bit different look.
Below the first image you can see the result, but these
settings may change as you go along. For example this
wooden shell may be too thick or too thin and so on.
Step 8
Now we will be modeling the cushion and we will use the
box we created earlier. Select the right half of the box
and delete it, then copy the turbosmooth and symmetry
modifiers from the wooden shell. You may need to adjust
the symmetry or maybe flip it. From the top view adjust
the vertices accordingly.
Step 9
Continue to add edge loops and adjust vertices.

Step 10
Select the polygons on the back of the cushion and hit
'Inset'. This is to add more definition so it looks like its
attached to the wooden back. Move vertices and polys
accordingly.
Step 11
Create a sphere and use the scale tool to squash it to
create the button. We will use the button to adjust the
cushion model itself, so place these two accordingly and
sink them into the cushion model.

Step 12
Select the vertex in the middle of the cushion and
chamfer it, so you get these four vertices.
Step 13
Using the Inset tool, inset the polygon we just created
and push it inwards. You could also use the Bevel or
Extrude tool to similar effect.

Step 14
Using the Cut tool create edges as shown. It is very
important to keep all these polygons four edged as they
divide the best and the smoothing is predictable and
doesnt have any glitches.
Step 15
Add two more edge loops in between the middle ones to
add detail for the creases and folds. Add one edge loop
vertically to the right and left of the indentation for the
button.

Step 16
Add two more edge loops, but now a bit closer to the
center. Adjust them somewhat randomly to give direction
for these folds.
Step 17
Round out the overall shape to give it a smoother look.

Step 18
Raise some of the edges to create a cloth-like effect.
Step 19
To create additional cloth folds, create an edge loop and
extrude it. Collapse the ends of the new polys.
Step 20
Repeat these steps several more times across the button
hole to add more creases. The results are shown below.
Step 21
Next, we will be adding sewn lines around the cushion
that hold it to the wooden base. To do this, add an edge
loop on the side. Then, using Edge constraints in the Edit
Geometry rollout, move the new edge loop closer to the
sewing line. This is a very useful tool, and I use it daily as
it helps to move vertices along already made edges.

Step 22
Select edges using Select Ring. Hold Cntrl and click on
the Polygon Subobject mode. This will select all polygons
adjacent to the selected edges. This is another useful
technique I use very frequently. Using the Extrude tool,
extrude these polygons inwards, but don't close the
Extrude dialog box. Hit Apply and then extrude it
outwards. This will create nice curvature and definition in
Step 23
Select the edge loop as shown below and use the
Chamfer tool to chamfer it slightly. This will add a more
defined edge so that it looks sewed on to the base.

Step 24
To finish the main modelling of the cushion, adjust the
extruded areas until they look good.
Creating The Lower Backrest
Step 25
Holding down the Shift key, move both the wooden base
and the cushion downwards. This will create a copy of
these objects. There is no need to model everything from
scratch as the chair has many parts that are similar to
each other.

Step 26
Select the new wooden base object and add another loop
in the middle, then move this down a bit. Select the
lowest outer edge, and holding the Shift key move it
outwards. This is how it should look.
Step 27
Move the outer edge up a bit. Add two new edge loops
crossing each other, like this.
Step 28
Move the new vertices until it looks like the image below.
In the screenshot I have Shell modifier enabled, so that's
why it has that thickness. The second image is how it
looks smoothed with Turbosmooth.

Step 29
After these modifications I noticed that the cushion
weren't quite sitting in right. I pushed them out according
to the wooden base lines like this. Also, make sure to
check the back view as in my model some vertices were
Creating The Seat
Step 30
Then again copy second cushion and rotate it 90 degrees.

Step 31
Select the wooden base, go to Edge Subobject mode and
again using Shift key extrude left side edges. Then select
the middle edge loop and chamfer it. After that add an
edge loop between these two new edges. You could also
use Extrude tool with height value set to 0.
Step 32
Then add another edge loop where I have shown and
adjust vertices accordingly.
Step 33
Delete the cushion if you have copied it from the second
backseat, as its shape has been changed to flow along
the second wooden base and that won't work for this
part. It's easier to adjust the first cushion as it has a very
generic shape. Place it in the middle of the base.
Step 34
Using the Scale tool, scale it according to the shape of
the base. After that, move the outer vertices closer to the
edge of the wooden base. I would suggest turning
Turbosmooth on from time to time, just to see how it is
smoothing and to see if there are any glitches.
Step 35
Now select the top vertices on the cushion and lift them
up to even the surface out. This is to give it more of a
volume as before it was too flat.

Step 36
Select vertices along one of the sides and push them in to
round-out the shape. Do the same for the other side.
Step 37
If you look from the top view you will see that the
wrinkles are squashed because of the scaling we did. To
correct this select all of the middle vertices and some
around it and scale it to the sides until it looks as shown.
Step 38
As the size of the model has increased but the amount of
detail is still the same, add a few edge loops.
Step 39
Select the base of the seat and add another edge loop.
Push it outwards to round it out. I did this because I
noticed that the seat and the leg rest both have rounder
shapes to hold the cushion in.

Step 40
Adjust the part that touches the extruded base. You need
to push them according to the form of the base, so that it
looks like there is pressure for the cushion to stay in
place.
Step 41
Unhide all other parts. We need to group them for easier
scene management, and we also need to name them. I
named the second back seat 'lower back seat', for
example. It's up to you how to name you objects as long
as it makes sense to you.
Step 42
After that I adjusted the Pivot point of the lowest back
seat. This is for easier rotation and placement of these
objects. After placing these objects correctly, it should
look as shown.
Step 43
At this point I noticed that the lowest back seat wasn't
matching the photos. To correct this, I selected vertices
that didn't match and moved them to the right place. This
is what I got.
Step 44
Group all of these objects and name the group (I called it
'Whole_seat'). Rotate it so that is in the same position as
the photo references.
Creating The Chair Leg
Step 45
Next we will create the main leg for the chair. Start by
creating a plane and then adding one edge loop vertically
and two horizontally. After that you will need to adjust
them to shape, as shown.

Step 46
As the main leg has a five star shape, create a cylinder
with five sides and placed it next to the plane we just
created. This will be useful when copying the leg four
more times.
Step 47
Copy the Shell and Turbosmooth modifiers from previous
models to the plane and adjust them (I made the
thickness amount smaller). Select its Pivot and use Alt +
A (Align tool) to align to the cylinder. This is so you can
easily copy and rotate it.
Step 48
To copy it four more times you need to copy it by 72
degrees, and you need to do it precisely. Right-click on
the Angle Snap button and make the Angle value 2. This
will angle snap it by every 2 degrees. Rotate it by 72
degrees while holding Shift, and in the Copy dialog box
enter 4 copies. After that, combine all these copies into
one object using the Attach command. Be sure not to
attach other objects if they have Shell and Turbosmooth
on top of them. If so, delete these modifiers first. If you
attach them with modifiers on them, they will be
collapsed and attached and will have another pair of Shell
and Turbosmooth multipliers on them. They will have
double the amount of shell and smoothing on them.
Step 49
Select 5 vertices as illustrated and click Collapse.
Step 50
Raise the centre vertices up to mimic the photo
reference.

Step 51
Create a cylinder at the edge of one of these legs. Try to
eyeball its length according to the photos and scale the
vertices at the bottom of it to achieve the result below.
Step 52
Create another cylinder or copy the existing one
underneath the one you just created. Use extrude and
inset to achieve this result.

Step 53
Attach these two objects together, and then align its
pivot point to the center of the base that will hold them
together
Step 54
Now create a cylinder, inset it a bit, and extrude it
inwards. Another method would be to create a Tube
object from the Create rollout.

Step 55
Then create a box, and align it in between the tube and
the cylinder we created earlier. I added another vertex so
that fits more nicely there.
Step 56
Select the polygon at the end of the box near the
cylinder, and extrude it so it sinks into the tube. Then,
using the Scale tool, scale it in the top viewport so that it
extends a bit. Add another edge loop, and scale it down a
bit to add the curvature needed.
Step 57
Now we need to copy this box four more times. For this I
used the same technique I used for copying the legs.

Step 58
Extrude the top polygons on the leg, scale them in a bit,
and inset them two times.
Step 59
Now we will be creating the part which is screwed into
the bottom of the chair and holds it to the main leg we
created previously. Start with a plane, subdivide it
similarly to what we did for the main leg, and then create
a copy of it.
Step 60
Copy these two objects, rotate them by 180 degrees, and
adjust the vertices so they are shorter than the first pair.

Step 61
Use the Bridge tool to connect these objects. Copy and
paste the Shell and Turbosmooth modifiers from previous
models and adjust them.
Step 62
Select all outer ends of the model and scale them down a
bit. After that move these ends further out from each
other.

Step 63
Move it under the seat and rotate it to match the angle of
the seat. Create a cylinder and select the bottom edge
loop (to do this select the bottom poly and while holding
Ctrl click on the Edge subobject mode icon). Chamfer it
using similar values as in this screenshot.
Step 64
Inset it and extrude it a bit.

This is how it should look together.


Step 65
Create a cylinder with five sides, then move it and rotate
it to match the four ends of the part that holds the seat.

Step 66
Select all edges of this cylinder and chamfer them with a
small value. It will yield a nicer reflection if the rendering
camera is below seat level. Create another cylinder, but
this time with about 30 sides, and again chamfer all its
edges.
Step 67
Copy them to all four ends of the object.

Step 68
Create a box and place it between the main cylinder and
these five sided cylinders (which are essentially screws).
Adjust its vertices so that they match this screenshot.
Step 69
Select the edge that is closest to the screw and chamfer
it using similar settings to those show below.

Creating the Arm & Backrest Details


Step 70
Now we will create the armrest. Create a box and use
extrude and edge loops to create a shape similar to the
one pictured below.
Step 71
Add edge loops near all three vertical edge lines.

Step 72
To smooth out the overall form, move the vertices at the
edges so they are a bit rounder.
Step 73
Select the edge loops as illustrated. Select one edge and
loop it. If it is not going all the away around the object,
select edges manually until you get full edge loop. At the
end you should have two full edge loops selected.

Step 74
Then use Extrude with negative values and click on the
Apply button. After that, make the extrude value positive
(something similar to mine) and click OK.
Step 75
Click Chamfer and use something similar to my settings.

Step 76
After that you will notice that there are some problems on
some corners. To correct them, collapse the vertices like
this.
Step 77
Then select all the polys we just created. You could again
select the edge that is in the middle of these polys, and
holding Ctrl, select polygon Subobject icon. After that is
done, extrude these polys a bit. This will create the right
amount of detail in that area.
Below is how it looks together with all models.
Step 78
Create a box with one edge loop in the middle, and adjust
it so that it sits as shown.

Step 79
Add an edge loop in the middle of it, and move the top
vertices out.
Step 80
Select the top and bottom edges that you pushed out,
and chamfer them using these settings. Do the same for
the middle edge loop length wise.

Step 81
I modelled it slightly sunk in the chair, so move it out a
bit to create some space.
Step 82
Add three cylinders with chamfered tops under that
object we just created. Copy it, and move it accordingly
so we have two of these objects separated evenly.

Creating The Leg rest


Step 83
Copy the top backseat and rotate it by 90 degrees.
Step 84
Using soft selection, select the top part of the vertices
and move them up to give the cushion more volume.
Step 85
Copy the main chair leg and position it under the new
cushion

Step 86
As the leg rest base has a four star leg, we will need to
modify the one we copied from the chair. Select four of
the five starred shapes and delete them. Copy the one
that is left 3 more times by Shift rotating it by 90 degrees
(making sure the pivot point is still in the center).
Remember to scale it down, as it is smaller than the main
leg.
Step 87
Collapse all the vertices that are near each other.
Step 88
Delete all other parts of the leg except the one that you
will copy. Select them and copy them three times by 90
degrees.
Step 89
Copy the part that is holding the bottom of the seat and
move it roughly to the centre of the leg rest. We need to
make all these shapes the same length, so add a
Symmetry modifier and make it mirror both the shortest
shapes.

Step 90
Adjust the box that will hold the structure together.
Step 91
Smooth out the boxes that hold it together by chamfering
the side edge and the one that is closer to the screw.

Adding Additional Details


Step 92
Now you will create the steel angle that will hold the
armrest. Create a plane, and position it between the soft
armrest and the wooden chair base.
Step 93
Extrude the upper edge to the right using the Shift key.
After that, select the edge that is in the corner and
chamfer it. Add a shell modifier.

Step 94
Next you will need to create a screw head. Create a
sphere and a cylinder. Squash the cylinder, copy it and
rotate it by 90 degrees. Attach both cylinders together.
Using the Boolean tool cut out the cross shape into the
sphere.
Step 95
Squash it a bit flatter and add a cylinder at the end of it.
Step 96
Copy these screws accordingly. Then copy all these
objects to the other side.

Step 97
Everything is almost done, but first we need to add a bit
of variation to the model. This is because most of it was
made using symmetry, so it looks pretty generic and
computer made. To add the natural variation, we need to
collapse all cushions so they don't have Symmetry
modifiers. Cut out the Turbosmooth modifiers and
collapse the model to Editable Poly. Paste back the
Turbosmooth. Do this to all the cushions and armrests.
Step 98
Using Soft selection, move some of the wrinkles around
to make it more random. Make some parts smoother or
more extruded and visible. As for armrests, add one edge
loop between those sewing seams and then push it in to
give the impression that these lines are holding it
together. Don't make these identical for both armrests, as
it will look copied.
Final Result
Making of cafe by Tiziano Fioriti
Introduction
When I went toFrance on April 2005 on my high school
trip, I bought different postcards to send them to my
family and friends. Accidentally I forgot to post one of
them so I brought it home. It represented the Cafe de
Flore of Paris, the famous cafe of french existentialists
and artists. I liked a lot and so I decided to realize it with
computer graphics techniques and instruments.

I just wanna say "thanks" to my old PC: a Pentium 4


processor with a Radeon 9800pro and only 512 mb ram
memory.
For the realization I used 3ds max 7 and Vray Advanced
1.46. A great post-production process was possible with a
Wacom Graphic Tablet. I have Intuos 2 A4 format.
Modeling
When you decide to realize an image like this, you have
to know that the modeling part is the simplest.
All the objects of the scene are modelled in Max with
polygonal instruments. The coffee mug, the saucers, the
glasses and the fluids were created with lathe tool and
then converted to editable polys for texturing. The eggs
are simple geospheres with a lot of subdivisions.
The woman drawing is a simple editable spline converted
to editable polys and then distorted with FFD 4x4x4
modifier. The table is a primitive cilinder converted and
modified as editable polys.
Texturing
The scene is embeded in various complex vray
materials.
Well begin from the simplest.My drawing is as diffuse
and a texture created in Photoshop as bump (with value
of 80).The coffee mug has a texture created in Photoshop
(simulating porcelain) as diffuse, a clear gray color (R211,
G211, B211) in Reflect slot and fresnel reflection
activated.
The pills are a Multi/Sub-Object material with two Vray
embedded materials;both have Reflect slot with a gray
near white color (R228, G228, B228) and fresnel
reflection activated. The egg material has a texture
created in Photoshop in diffuse channel, a dark gray (R59,
G59, B59) in reflect slot (FR activated) and refl.glossiness
at 0,7.

The water and the glass havevery similar materials (see


image below for Milk material too) except for IOR value;
water has 1,335 while glass has 1,606.
The teapot has a chromed material; diffuse at black,
reflect slot at R228, G228, B228, fresnel reflection
activated and max depth of reflection at 10.

Now complex materials are coming. The table is embeded


in two materials. One with a texture realized in
Photoshop in diffuse and bump slot (30 like bump value);
reflect channel has a procedural map (Noise, with
standard values) in its own slot.
The other one has diffuse at black, reflect at R176, G124,
B74 with 0,85 as refl.glossiness and 3 as value of
subdivision. Furthermore refract channel is black but its
number of subdivision is 50. At last the Index Of
Refraction
Lighting is about 0,47.
I believe lighting process is the most important of a
project.
In this case watch the image below for the lights used.
There are three Vray lights with multiplier at 3, 3,5 and 4.
All have Store with Irradiance map activated. For a
great result I placed also a HDR image called Kitchen
and downloadable fromPaul Debevec web sitewith 0,5
multiplier.
Rendering

The final resolution image (30482287) demanded about


5 hours of rendering.
Below there are Irradiance map and Antialiasing settings.
You can see render settings in the images below.
Environment slot have HDR image of Debevec.

Post-processing & Depth of Field


This process is really important. An ordinary result could
be improved a lot with an excellent use of post-
processing software.
In this case I used Photoshop of Adobe. Computing depth
of field of image (or animation) with rendering engine
thats really problematic.
Its advisable to make it with internal 3ds max plugin. I
used ZDepth. In my case I used values as: Z min 155 and
Z max: 230.
Once rendered the depth map (see below), you have to
import it in a compositing software (Photoshop ad
example) and set it as alpha channel.
Afer done you can load the alpha map in Filter > Blur >
Lens blur and you can modify various parameters to
Background is simply a bitmap image saturated and then
blurred.

With simple small brushes (with help of blending


changes) I created some micro-details like scratches on
table and coffee mug.
Important advice: its very useful enhance or reduce
Hue/Saturation and Brightness/Contrast settings. Try with
various filters for achieve interesting results.
Final Image see below:

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