Modeling and rendering a real chair from reference in 3ds max | Part 5

Modeling and rendering a real chair from reference in 3ds max | Part 5


From this section, we’re going to create
the material for our chair model. First we’re going to create a black painted metal. Like
the one we have in our photo reference we download before. Also if you look at one of
my rendering, I actually model this chair a long time a go back in 2008 for this apartment
project in Shanghai. Although the chair is way back behind all of these living room furniture.
You still can see the legs and they are actually black painted metal.
As we mention in the previous video we’re going to use corona renderer to handle material
and lighting so if you haven’t use it, just download it first. I provide the link at the
bottom of the video. Its free for 45 days and you can even use it for commercial projects
in that period of time. On to the material. Open material editor and
change the material type to corona material. Name the material black metal. And change
the color to near black color. Around value of 5 will do. For the record I’m using gamma
2.2. If you find my color different from yours just go to customize, preference and gamma
and LUT. Make sure the gamma is set to 2.2. I’m not going to discuss this in details
of why I’m choosing that gamma value, as a lot of other tutorials already explain about
that. Just google the term of “linear workflow”. Okay. For the material to behave like a painted
metal. We need to add subtle reflection on it. So to add reflection increase the reflection
level in here to about 0.5. Then increase the IOR to be about 2 and then to make the
reflection appears a bit blurry, reduce the glossiness to about 0.7. Click drag this material
to our chair model so now we have something like this.
Next we want to create a black rubber material. This material is for the rotational hinge
area in here and also the rubber feet. We’re not going to make it from scratch, instead
we will copy the metal material that we already have by click and drag this to a new slot.
Rename it to “black rubber”. And make the color pure black. Set the reflection level
to only 0.1. IOR to 1.5 and glossiness to 0.1. Okay now go to polygon mode, select this
one polygon and hold shift and click this one again so all of these polygons Loop are
selected. Click this “assign material to selection button”. Next go to element mode
and select the four rubber feet and assign the material also.
For the seat we’re going to create a leather material. So create a new corona material.
Name in “leather brown”. And go to the diffuse color map and add bitmap, choose the
leather image that we downloaded from the B&B Italia site before. Turn on “show shaded
material in viewport” toggle button in here so we can see the texture in the viewport.
Now select the entire element of the seat and hit the assign button. Notice the texture
is not showing up. This is because we need UVW map to display images correctly in a 3D
model. Again If this basic concept is confusing you
please watch the last video of this playlist where I provide a link to a step-by-step 3ds
max course for beginners. Okay lets add UVW map modifier and just set
this to box and set the dimension to 100 by 100 and 100 cm. For complex shaped furniture
using UVW map modifier will not be enough as you will need more advance UV mapping using
unwrap modifier, but that’s for another video tutorial. For now box UVW mapping will
be enough. Okay notice how this leather texture looks very large in scale. Now we can readjust
the length, width and height of the UVW map. But I’m going to show you different way
to adjust this. Again this is just to demonstrate the tiling feature of texture inside material.
Go back to material editor and notice this tiling value, when this is set to 1 it means
for every 1 unit of UVW map size which is a box in our case there will be 1 image projected.
If we increase this value; we will have more images fit in thus making the texture size
scale down. Now the correct size will be about 10 tiling. But sometime when we’re doing
visualization we need to make the texture more readable to the viewer as this will communicate
design preferences better. Especially when our 3d model is so far away from the camera.
So I will make the tiling about 8. Now it looks a bit bigger from the real size and
should be more readable to the eyes. Okay now that the diffuse is finished. Lets
add a texture to control the reflection. Choose bitmap and choose the “leather bump” file
that we download before. Turn on the map in the viewport. And for this I think I’m going
to increase the tiling to around 5. Go back to parent material. Set the reflection level
to 1, IOR to 1.5 and the glossiness to 0.5. For the bump. Just scroll all the way to map
section and drag this “leather bump” bitmap from reflection to bump map slot and choose
instance. Then reduce the bump value to 0.2. Until now you might be wondering how do I
know these numbers of hand? Well I don’t! I know it because I had a process of try and
error before I even create this video tutorial. I don’t want to waste your time seeing me
doing the try and error process in the video. That is why I’m just throwing you the numbers
I’ve tested before. If you want to master this then you should try changing and experiment
with these values later. Okay. Next, we’re going to create a studio base
lighting to render and showcase out chair model.

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