Making Of 'Baby Room'
Before you start any model, I think it's important to make sure you plan all the details of what you want to model first. In order to deliver it is wise to draw a sketch or take some reference photographs. I gathered a lot of reference photographs before I started work on this piece (Fig.01).
When I model something I usually prefer methods that allow me to return to the starting point if possible so I have the chance to change my idea. This is a serious advantage not only in one's personal work but also commercially.
I started by drawing the wall of the room, using the AEC/Wall command for it (Fig.02). If you are not sure about the measurements when using this command then you can alter these after you enter sub-object mode whenever you wish. After you finish the drawing, it's important to remember to align the object to the center of the scene. If you change the dimension of the wall afterwards, then center the pivot again and the align operations will be correct. When the snap commands are used correctly, it's possible to work in a precise manner.
Next I activated the Edge/Segment Snap command so that I could start to create the Windows. I create the first window with the Windows/Sliding command (Fig.03). After you create a window, you can change measurements easily. Select and move with Shift button and make copy beside it.
The objects that are created from under the Windows menu will automatically interact with walls. I created the door with the Door/Pivot command (Fig.04).
It's important to make sure that Edge/Segment Snap has opened. If the doors and windows that you create don't intersect with the wall automatically, you can make them intersect after linking them to each other. When you create the objects, don't forget that in order to make them intersect automatically, the first click has to be done on the wall.
After activating the Endpoint Snap, I created the floor plane. Thanks to Endpoint Snap you will see it is easily aligned to the corners. Next I copied the floor object, then rotated it 180 degrees along the X axis and aligned it to the top part of the wall. This resulted in the ceiling (Fig.05).
I created the skirting board using the Line command. After creating the object, I converted it into a solid mesh in the Viewport and Render. Then I selected the section type as Rectangular and set up suitable dimensions in accordance to the proportions of the room (Fig.06).
In order to cut the intersection area with the door precisely, I created the line to the door at the vertical position and then aligned to the right of the door using the Align command. After copying, I aligned to the left side of the door. I cleaned the middle area using the Trim command and deleted the temporary lines that I drew for cutting operations (Fig.07).
After creating the objects, I was able to organize the scene with the Layer Manager.
By this point I had completed the structure of the room and could move onto modeling the furniture. Starting with the cot, I created the panels along the bedside with a Rectangle. I used the Shape / Splines command for the circles at the top side of the panels. After resizing the circles, I cleaned the intersection areas with Trim. I applied Fillet in order to round the sharp edges. After this, I merged the objects with the Attach command (Fig.08).
After copying the end panel, I added thickness with a Bevel. I created the base of the bed from a Box and set up suitable Segments necessary to shape it. In order to work comfortably in a gradually complex scene, I choose to use Isolation Mode. I used a Plane object for the base part and add thickness using the Shell command (Fig.09).
After drawing the upper part of the cage with a line, I made it renderable with Rectangular section. After drawing the vertical bars of the cot using a line, I added thickness in the Radial section. I multiplied them with the Spacing Tool.
I used the Bevel tool, found under Editable Poly, in order to make the drawers (Fig.10). I created the handle of the drawers from a Star object and after giving the handle thickness with the Bevel command, I duplicated it.
In order to align the handles to the drawers precisely, I duplicate the middle surface of the drawers and then deleted it again after I'd aligned everything correctly (Fig.11).
In order to model the bed I duplicate the base and increased its thickness after playing around with the Shell option. I applied Chamfer edges with Edit Poly and then used TurboSmooth (Fig.12).
To create the blanket, I duplicated the bed. After that I deleted the Editable Poly and increased the Plane and Shell Segment amounts. I also decreased the TurboSmooth amount. I applied Noise to the object and thanks to this, the blanket seem wrinkled and looked natural (Fig.13).
I created the pillow from a box. After setting up a suitable Segment number, I converted to Editable Poly in order to drag vertices. I set the dimension and position and copy them to the pillow's near side (Fig.14).
I used a Plane object for the blanket that was going to cover the back of the cot. I dragged the vertices after converting to Editable Poly and added the new Segments for the connection points. After moving the edges to the upper side, I curled to the back side. In order to preserve form after using TurboSmooth, I added the new edges with the Connect command.
You can do corrections as soon as you go back to Editable Poly stage, by using the Modifier Stack structure. I applied this so that it looked natural with Noise. I continued to manipulate the object and increased the natural look by dragging the vertices in the bottom area (Fig.15).
In order to break the even look of the pillows, I activated the NURMS command (remembering to disable Isoline Display) and then applied Noise Modifier. In order to avoid the pillow's "cornered" look, I also applied TurboSmooth (Fig.16).
To add the detail to the cot, I drew a circle. I then merged it with the Attach command to the Editable Spline stage. After duplicating the circle and increasing the thickness with Extrude, I centered the object and copied it to the other end of the cot after grouping the objects (Fig.17). To make the angles of the handles look more natural, I also used the Snap and Align commands for all aligning operations.
Next I created the first of the cabinets. As a reference, I used the dimensions of the box I'd used for the bedstead. I set up a suitable number of segments for the drawers and after this, I assigned Edit Poly. I applied Extrude to the surfaces of the upper part to push the form. I then manipulated the surface at the sub part of the drawer (Fig.18).
I copied the headboard from the cot and aligned it to its own place. I also copied the handles from the drawers under the cot and then aligned them to the drawers (Fig.19).
In order to slim the cabinet down, I selected the vertices from the front surface and then dragged them to the back. I created a plane for the cushion and added new edges after I'd converted the object to Editable Poly. After applying TurboSmooth, I added edges to suitable points in order for the cushion to keep its form. I then upsized it a little bit (Fig.20).
I made the legs of the cabinet with a Line, made solid with a Radial section type. Then I added the new edges, assigning Edit Poly and dragging the vertices. After I'd multiplied the original leg, I moved all of the legs into suitable places with the align command (Fig.21).
I duplicated the handles again to hold up the pocketed brace that was going to hang from the side of the cabinet. After creating the object with a Plane, I converted to Editable Poly and started to add new surfaces. I added new edges after the smoothing operation to help the pocketed brace to keep its form. Dragging the vertices down created the gravity effect and applying Noise made it look wrinkled. By using TurboSmooth again, I avoided any sharp edges (Fig.22).
It was now time to fill the empty shelves of the cabinet with towels. I drew the section with Lines and then dragged the points for a more natural look. I rounded the lines with the Fillet command and added depth with Extrude. Next I decreased the segment and step amounts of the lines and increased the segment amounts of Extrude. Using Shell gave thickness and I changed the flat look with Noise. Again, I used TurboSmooth to get that smooth look. In order to preserve the form of the towels, I increased the Segment number and thickness of Shell. After turned back to the Line stage, I halved the segments and in order to give the gravity effect, dragged the vertices down (Fig.23). And so I'd finished my first cabinet model!
Next I modeled the body of the other cabinet from a box. I added the edges and the surfaces with the help of Editable Poly (Fig.24).
After I'd copied the handles and feet from the first cabinet, I aligned them to the suitable places. I also copied the backrest from the first cabinet. After I'd turned back to the Editable Spline stage, I resized the backrest with FFD (Fig.25).
I added a new drawer to the upper part by deleting the surface at the top, and then aligned it too the upper cabinet with Endpoint Snap. It's important not to forget to merge the points at the intersection area. I then dragged the backrest to the upper side and aligned a copy of the handle to the upper drawer (Fig.26).
In order to fill the upper side of the cabinet, I decided to model some picture frames. I created the outlines of the model with a box and then added new edges with Edit Poly. After creating the new surface with Chamfer at the center area, I applied Extrude and aligned to the bottom of the frame, which effectively created the base of the frame. I selected the middle surfaces and created the frame edge with Inset and Bevel commands. To save the upper side of the cabinet from uniformity, I made copies of the picture frame in different sizes (Fig.27).
Next I started to model the big cabinet. I created a box for the body and then assigned Edit Poly and added new edges. The surfaces of the bottom part were shaped with the Inset and Bevel commands.
I created the cabinet doors by using the backrest from the original cabinet. After copying the backrest and moving it into a suitable position, I dragged out the vertices. Then I halved it and sent away the vertices at the center from each other, which created a line between the two halves. Next I created a circle in the centre of each of the doors and added them to the main object. Once again, I copied the handles and feet from the other cabinets and added them to the big cabinet (Fig.28). After modeling, I grouped the cabinets together and moved them to another layer.
The console was the next thing that I modeled. I created the base with a rectangle and used Shell to give thickness. Again, I copied the backrest from the original cabinet and adjusted the dimensions. I then drew an L shaped connecting part with the Line tool. To make the sharp edge rounded, I used the Fillet command and thickness was added with a Radial section type. I then duplicated and increased the thickness of the ends of the connecting pipe. I used a copy of the drawer handles for the brace, as you can see in Fig.29.
I modeled bottles for the console. To make them look full and natural, I dragged the vertices after drawing a section with the Line tool, then rounded the sharp edges with Fillet and gave three dimensions with the Lathe command (Fig.30).
The second bottle was modeled from a box. I converted to Editable Poly and then added new edges after using the NURMS Subdivision operation to preserve its form. I then resized it by dragging the vertices and changing their angles and positions to look more natural (Fig.31).
I also made the third bottle with a box. Again I converted it to Editable Poly, added new edges and dragged the vertices. I then duplicated the previous bottle, changed its proportion and dragged out the vertices (Fig.32).
I wanted to have a towel to hang over the brace below the bottles. Because I was going to make the towel with Cloth Modifier, I hid the objects that were not going to be affected by the simulation. I then decreased the level of the objects that were going to be included in the simulation.
I created the towel's outline with a rectangle and generated the surfaces at a suitable density with the Garment Maker utility. I then assigned Cloth Modifier for all the objects which were going to be added to the simulation. I defined all the objects as Collision Object, except for the towel, which I used a Wool Preset for. I created a group by choosing vertices that were in the same position as the upper part of the brace and supplied a hold to the brace at the time of the contact with the Sticky Surface command.
From the first simulation test, I could see that the level of detail was not enough. So in order to add more detail to the fabric, I entered 100 units to cm/unit value under Simulation Parameters. I then ran the simulation again and ended up with fabric with much more detail. I then used Shell to increase the towel's thickness and also used the HSDS Modifier to subdivide the surfaces and give the cloth a smoother look (Fig.33).
To make the curtains, I created a simple line and added new vertices with the Divide command in Segment mode. I pushed the points to the front and behind randomly, with Noise. At this point it was important that the Line/Vertex type was smooth to achieve a softer look and, if needed, I was able to turn back to Segment mode and apply the Divide command again to get more vertices.
After I'd added depth with Extrude, I increased the number of Segments and softened the upper side by selecting the vertices at the sub part and using Volume Select. To wrinkle the curtain and make it looks more natural, I applied Noise and made some slopes with FFD Modifiers (Fig.34).
Next was the turn of the ceiling cornice - the bit of detail where the walls meet the ceiling. After activating Snap mode, I created the main line with a rectangle and then drew the section with a line. After selecting the main line, I create the cornice with the Sweep command and applied it by using the Use Custom Section/Pick command to select the section that I'd drawn. I was able to fix any alignment problems with the Pivot Alignment commands and Edit Spline helped to fit the cornice above the windows (Fig.35).
At this point I decided to start arranging the objects I'd modeled in the room. To position the furniture, I used the helper objects (Point and Dummy) and Align and Snap commands (Fig.36).
After positioning the furniture, I moved on to modeling the carpets. I made the big carpet with a plane, making it wrinkles with a low value of Noise, giving thickness with Shell and softening the form with TurboSmooth and by changing its angles. When I applied Noise to the object, I also built up the surfaces with Garment Maker in order to achieve a smooth look. Once I'd finished the big carpet, I copied and pasted the Shell and TurboSmooth Modifiers that I'd used onto the next carpet (Fig.37).
I modeled the toy basket from a cylinder. I created a sphere for the oval part at the upper side and deleted the intersected surfaces after converting the two objects to Editable Poly. After merging the objects, I closed them up to each other and merged the open edges with the Bridge command. After selecting the vertices at the upper side, I then applied Noise to give the basket natural wrinkles.
I assigned Edit Poly to the object in order to create handles on the near side. After dragging the surfaces with Extrude, I merged the ends with the Bridge command. I then gave a gravity effect by dragging down the vertices. I supplied Extrude after selecting the surfaces and widened it a little bit to create the bulges on the upper sides. After selecting the surfaces, I also applied Extrude for the ears.
I created the surfaces of the inner side with the Inset and Bevel commands and deformed with the Paint Deformation tool. In order to drag the ears downward, I used Soft Selection and afterwards I used Paint Deformation to get the final form (Fig.38).
The toy car was modeled from a box that I then converted to an Editable Poly. I added edges to necessary areas with the Connect command and then I created new surfaces with Extrude, giving them shape by dragging the vertices. The tire area was created with Chamfer and Extrude and the details of the model with Inset and Bevel. I then made the brace part with Extrude and dragged it. In order to wrinkle the object, I applied Noise to its Subdivided state and I used the Melt Modifier in order to give the model the gravity effect (Fig.39).
I modeled the toy train with Renderable Splines. After creating a simple line for the base, I made it solid with a rectangular section type. I also created vertical cutting lines with the line tool for the tires and gave them a Radial section type. After assigning Edit Poly to the object, I created the new edges with Connect. I then spaced the edges with Chamfer and created polygons with Extrude for the tires. After making the back tire, I copied it. I defined the wide, Radial section type after drawing a parallel line for the boiler part. I assigned Edit Poly for the engine room and created an edge with the Connect command. I dragged the surface with Extrude and modeled the roof with the Hinge command, before using Extrude again to add detail.
In order to make the wagon, I made a copy of the object. I then drew vertical lines and made it solid by using a Radial section type. After selecting the first bar, I assigned Edit Poly and created the new edges with Connect. I modeled the thick parts with Extrude and, after drawing the line between the two bars, added a rectangular section type. I created the other parts after I'd copied the object (Fig.40).
The last components of the baby room that I had to model were the Lego pieces. I started from a box and created the bulge by drawing the lines filling the shape in with Radial. I also merged the two objects after I'd converted them to Editable Polys, deleting the surfaces at the intersection area. I added new edges in order for the object to keep its form after the TurboSmooth operation was applied. I pushed inside under the surface with the Extrude command and added new edges to the corners. I also added new edges to the center area and horizontal edges to the bulge and main body. In order to create double and triple parts, I copied the object side by side and merged, before deleting the intersected surfaces and merging them (Fig.41).
After duplicating the pieces of Lego, I scattered them around the room with Reactor, choosing different angles and places to put them. I used the non subdivided states of the parts in the physical simulation. I created the temporary floor with a plane because the carpet surfaces were very detailed for the physical simulation. In order to complete the simulation, I multiplied the weights and the friction of the objects and gave them less elasticity.
And here's the final image (Fig.42).
I hope this Making Of helped you and that you found some useful information in it. I also hope to bring you some more Making Ofs in the future (this Making Of is part of the "Advanced Level: Interior Modeling with 3dsmax 2010" auditory and visual education from www.sanalogretim.com. You can visit the website for more information. Please note that the website and products are supplied in the Turkish language only).
Thanks for the support that's been given by Cem Gul (www.cemgul.com)
You can visit my website, and see my mini portfolio at: www.dijitalx.com/osman