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step1 - creating box In first step we should create a simpe box 90x80x10, and change it into Editable Poly. |
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step 2 - Extrude selected polygons Extrusion type - Group Extrusion Height - 15 |
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step 3 - Slice arm-chair Select face like in picture -> left click on viewport -> select quickslice |
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step 4 - Slice Slice selected face. |
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step 5 - Extrude selected polygons Select 3 polygons and extrude it. Extrusion type : Group Extrusion Height : 50 |
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step 6 - Move selected vertices Move 6 vertices like in picture. |
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step 7 - Slice arm-chair Slice arm-chair |
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step 8 - select vertices and scale mark 4 vertices and use uniform scale by by X axle. |
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step 9 - Bevel selected polygons Select 2 polygons like in picture and bevel it. Bevel type : Group Bevel Height : 0,0 Outline Amount : -0,3 |
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step 10 - Extrude selected polygons Select beveled polygons and extrude it. Extrusion type : Group Extrusion Height : -0,2 |
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step 11 - Bevel selected polygons Bevel polygons. Bevel type : Group Bevel Height : 0,0 Outline Amount : -0,4 |
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step 12 - Extrude selected polygons Select polygons and extrude it. Extrusion type : Group Extrusion Height : 2,2 |
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step 13 - Slice arm-chair Slice arm-chair like in picture. |
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step 14 - Slice arm-chair again. Slice arm-chair like in picture. |
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step 15 - create box Create box 80x80x20 inside arm-chair, and change it into Editable Poly. |
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step 16 - Select polygon and extrude. Select polygon and extrude it. Extrusion type : Group Extrusion Height : 4 |
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step 17 - Select one polygon and extrude. Select polygon and extrude it. Extrusion type : Group Extrusion Height : 10 |
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step 18 - Slice polygon twice. Slice polygon twice, like in picture. |
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step 19 - Select, bevel and extrude. Select polygon, bevel and extrude like in picture. Extrusion type : Group Extrusion Height : -0,5 |
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step 20 - Slice polygon again. Slice polygon twice, like in picture. |
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step 21 - slice again. Slice polygon twice again. |
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step 22 - select vertices and move. select vertices like in picture and move it down. |
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step 23 - select vertices and move. select vertices like in picture and move it. |
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step 24 - select vertices and move. select vertices like in picture and move it. |
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step 25 - Bevel selected polygons Bevel polygons. Bevel type : Group Bevel Height : 0,1 Outline Amount : -0,9 |
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step 26 - Select polygon and extrude. Select polygon and extrude it inside. |
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step 27 - creating box create a simpe box 80x80x10, and change it into Editable Poly. |
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step 28 - slice box slice box like in picture. |
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step 29 - creating box create another box 15x50x80, and change it into Editable Poly, rotate and move like in picture. |
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step 30 - select vertices and move. select vertices and move it by X axle. |
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step 31 - slice box. slice box. |
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step 32 - slice box. slice box again. |
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step 33 - select vertices and move. select vertices and move it by Y axle. |
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step 34 - Use Nurms Select Use NURMS Subdivision for all object. Render Iterations 3,0 |
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step 35 - Create plane. create plane 1700x1700. |
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step 36 - Create first material (V-ray) Create V-ray material (VRayMtl): Diffuse color - R 30 , G 30 , B 30 Reflect color - R 40 , G 40 , B 40 Glossines 0,6 *In BRDF menu select Blinn Put material on all object. |
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step 37 - Second material Diffuse material (wood material, standard Max material Burloak.jpg) Reflect color - R 60 , G 60 , B 60 Glossines 0,6 |
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step 38 - Environment map Create VRayMtl + diffuse map use VRayHDRI I use free Kitchen_cross.hdr Map type - Spherical environment |
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step 39 - Add to environment Open Environment and Effects menu by press 8. select Use map Environment Map select Kitchen_cross.hdr (select Instance) |
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step 40 - Add second material select polygon like in picture and add Wood material add UVW Mapping modifier and select Box Mapping. |
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step 41 - Add second material select polygon like in picture and add Wood material add UVW Mapping modifier and select Box Mapping. |
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step 42 - Plane material (white material) Create V-ray material (VRayMtl): Diffuse material - R 255 , G 255 , B 255 |
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step 43 - Renderer settings (V-ray) *Image sampler (AA) - Adaptive subdivision *Indirect Illumination (GI): first bouce - irradiance map (irradiance map prestets - Low) secondary bounces - Direct computation *Global switches disable - default light |
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step 44 - Render scene select perspective View and click render (F9 button) |
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step 45 - The End |
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