Modeling & Rendering Vase in 3ds Max

In this video we will look at the creation
of this minimalist vase. First, we must find references. There are photos of vases on the official
site of the manufacturer and that’s enough. Then we have to model. Simple but effective method is used here. We will create lighting with the help of single
HDRI and two additional light sources. In conclusion, we will create several materials. The shape is simple – it’s a cylinder,
that turns into a cone, but its back side is flat. I work in millimeters. Customize – Units setup – Choose metric
– millimeters, ok. On the front view we create a plan, create
a material with the reference. Apply it to the plan, and display a photo. Apply UVW map, Bitmap Fit and choose the same
reference. It aligns the aspect ratio. We need a proper scale. Let’s create a box 150 millimeters high. Scale the plan so the vase coincides with
the box. Create a line to the height of the vase. Create a circle and rotate it – this is
the thickness of the vase. The line is the height. Go to Compound Objects – Loft – Get Shape
– and click on the circle. Open Loft and choose shape. When the Shift held down, create two copies
of the circle. Rotate and scale the upper circle in such
a way that it repeats the shape of the vase. Change the scale in a proportionate way. In modify – Path Steps – we set to a value
of zero. Copy the following form and add it to silhouette
as well. By continuing to copy the circle, we finish
the form. Apply the Edit Poly modifier and remove the
upper cover. Turn the vase and check it with the front
view. Select the bottom polygon – use the Inset
several times. Press the right mouse button and select Collapse. Select segments. Double click on the edge. Use Chamfer – Amount – 1 millimeter, Segments
– 2, Tension – 0.5 (zero point five). Apply Shell – Outer amount – zero, Inner
amount – 2 millimeters. Use TurboSmooth. Our form now smoothed well but required further
work. Turn off the influence of the upper modifiers. Apply Edit Poly before Chamfer. Select one edge and with Shift held down click
on the second edge to select the ring. Turn back on the influence of the upper modifiers
and press Connect. Lift new edges while the edge of the object
is smooth. Let’s divide the vase into two materials
– to do that we need to convert the geometry to Edit Poly. We start to select polygons from the middle
of the edge. Open Graphite Modeling Tools and click on
the ring. In the material editor by turning on the Corona
Renderer, create a CoronaMtl and call in ceramics. Let’s make it white. The next material we call Chrome. Make it black. Apply ceramics to selection. Select the remaining area, select the point
and with the Shift held down we click on the polygon. Apply the same material to selection. Go to Polygon Material IDs, select the polygon
with the applied material, click Select IDs and invert the selection by pressing Ctrl
+ I. Apply material. The form is ready. The materials are distributed. Use TurboSmooth. Let’s take this reference and try to recreate
the exact light with long shadows. Center the model by right clicking on the
lower axel counters. Crate three variations of the vase. To make it easier, create an additional plan,
apply it and scale the reference. Let’s adjust the location of objects. Create a plane on which the vases will stand. Remove extra segments from the plan and convert
it to Editable Poly. Having chosen two edges, we lift it with the
Shift held down. Select the edge of the angle and use the Chamfer,
smoothing the angle. Create a camera, look at resolution of the
image in preferences, and transfer it to 3Ds Max. Lock this value. Arrange the camera in accordance with the
reference. For convenience, open the reference in 3Ds
Max. In the previous versions, you could find View
Image File in the Rendering tab. Let’s open and zoom out the picture. For easy navigation, set the camera angle
to the center of the composition and move the background. Now we put the light. First, we replace all the materials with one
gray. In the material editor window, we choose Bitmap
and Interior HDRI Put a checkmark in the environment checkbox
and select Spherical Environment from the list. Drag the map to the setting and run Interactive
Render. It’s quite dark, so run our map through
color correction and then we transfer it to a lightmap. Start Interactive Render. Check the Advanced box. Gamma – 0.7 and reset common gamma to default
in 3Ds Max, as I have changed it for other projects. Restart Interactive Render. Go back to HDRI itself. Now we’re looking for appropriate light
position by moving the map. Lower the back surface a bit. Let’s return Chamfer to the place. Next, convert it to Editable Poly, choose
polygons, take the horizontal plane and detach. Adjust the edges of the planes, so the light
passes better. The picture looks quite cold, so we change
white balance a little bit. Hold the right mouse button and check that
balance between warm and cold is correct. Now we need to remove unwanted shadows from
behind. Create a Corona Light in the
shape of rectangle. Turn off the visibility of all light sources. Find a position to beat the shadows. Raise our back plane. Change the intensity, size and position of
the light source. The main thing here is to remove the shadow
from behind without affecting the foreground. You can leave it this way. It turned out to be the transition from worm
to cold. Copy the light source and put it in from of
our objects to create the drawing of additional contours and shadows. Increase Directionality to focus the light
on vases. Find an acceptable position. Continue to move the light source until the
satisfactory result. Lower the intensity and increase the overexposure
compensation. Save the render to history. By turning off the additional light, calculate
the render again and save it as well. Now let’s compare. With the lights on to the left and with the
light off to the right. Extra light gives more volume and makes the
shadows more interesting – the light is ready. Create a new material and apply in to horizontal
surface. Make it gray and reflective. Add this surface to the exception and then
“start interactive”. Apply Corona Bitmap and select a texture. Display it in the workspace. Now let’s pick another texture. Increase the Refractive index. Lower the glossiness until a slight reflection
shows up. The next material. Let’s create a Corona Mtl, set the color,
apply the material, add the object to the exception, make the material reflective and
add the map to glossiness. Run the Interactive render. Display the texture. Now we see, that it doesn’t fit correctly. Use UVW Map – Box – Bitmap – Fit and
choose the same map. Lower glossiness until the slight blurry reflection
appears. Now let’s do the vase materials. Add one of the vases to the exception. Add a reflection and lower the level in Diffuse
to get rid of overexposure. A little more reflection and glossiness. Chromatic material. Increase Fresnel and set the reflection to
one. Lower glossiness a bit. Give curvature to the reflection. To do this, add a texture to the Bump. Display the texture and apply the UVW map
– Box – Bitmap fit- match the scale. We see a severe distortion, so let’s blur
the picture. Slightly change the reflection. A negligible impact, but you can leave it. Now try to turn on the visibility of the second
one. No, glare appears on the back surface, so
turn it off. Let’s move away from the reference and repeat
my version. Copy the material – replace color – make
it practically black – set golden color in the reflection. Apply the material and remove the check mark
from replacement of materials box. Next, remove the background from the reflections. To do this uncheck the visibility in the Reflection
and Refraction. Drag UVW map onto the vases. Put the plants to revitalize the picture. Add models and place them into vases. If you found this video interesting – like
it and subscribe to the channel. Thank you for your attention and see you soon!

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