Furnishing an interior visualization is no easy task, and the time it would take to determine AND hand model the right assets for a room can easily take much longer than preparing the room itself. Thankfully, third party asset providers are here to help shorten this part of the pipeline.
Our very own DJ shows how with our assets and online asset manager, it is now possible to get through the furnishing process for your projects even faster, thanks to our app’s automatic shader generation feature for V-Ray. No more hand linking textures! Hooray! Sit back and enjoy the video!
Assets used in the video:
- Modular storage https://3dbee.it/project/modular_shelf_cabinet_/
- Ceiling Lamp https://3dbee.it/project/ceiling_lamp_on_3/
- Women Shoeshttps://3dbee.it/project/womens-shoes-1/
- Television https://3dbee.it/project/tv/
- Rack https://3dbee.it/project/rack_1_2x2/
- Caesar head https://3dbee.it/project/caesar_head/
- Candle https://3dbee.it/project/candle_2/
- Commode https://3dbee.it/project/commode_2/
- Horse figure https://3dbee.it/project/horse_figure_2/
- Headphones https://3dbee.it/project/headphones/
- Angel Figure https://3dbee.it/project/angel-figure-1/
- Bedside Table https://3dbee.it/project/bedside_table_3/
- Bed https://3dbee.it/project/bed_4/
- Starfish https://3dbee.it/project/starfish/
Transcript
3DBee App Overview
Render Engines
Adding the Room
Adding Camera
Let the Sunshine in
Arranging the Room
Fixing the Overburns
Adding Decorations
Another Brick (in the) Wall
3DBee App Overview
Render Engines
[2:01] I picked a paid asset for “bed” because it fits my design scheme more—you can also check the free bed, it’s also very good—I use this one because it has this gray and black covering, and I want to keep my room in this minimal kind of color palette. So, you can see that having this and the “Material Picker” tool; you can see the shaders are all set up and ready to go.
Adding Room
Adding Camera
[04:35] And… Some of you might have guessed that it will be a pure black screen. Don’t be discouraged by this because we already added new models.
Let the Sunshine in
Arranging the Room
[06:48] As you can see, you can buy assets for a pretty low price, but if you pay for each asset, you can buy credit packs of twenty-five or fifty dollars to pick individual assets and buy them in the app. I highly, highly recommend buying an asset subscription, which is on sale right now. Grab it while it’s really cheap and you will have access to the whole library of assets without limitations; the asset library is ever-growing, so a year subscription is really worth the price. It’s already full of assets and, in a year’s time, it will grow larger in numbers. Cool assets are added every week.
[07:41] So let’s place a nice cabinet here as well. You can add hearts to each model you really like, and you can filter by categories in the left panel. There are favorites down below. You can view the ones you marked with a heart. Pretty useful if you want to pick specific assets that you are going to use often, You can drag from the middle window or from the asset preview.
[08:18] So, to place it, you can use also the Place-in-Position tool, but it’s adapting the model according to the normal of the face—corresponding upwards toward the face it sticks to, so it can be quite unpredictable sometimes—but if you get used to it, it’s pretty useful and it makes sure that the asset is really standing on the surface. Now, we just need to rotate it. Press “e” on the keyboard into the rotate gizmo.
[08:54] That’s a lighting fixture. I already downloaded this before, so I’ll just drag and drop and add this to my scene. May have to wait a bit and… there you go. Let’s drag it upwards. Now let’s use the snapping tools. Right-click the properties and set it to “stick to faces,” maybe, and now, when I drag this around my scene, it will automatically stick to faces of other elements.
[09:42] But right now, you can’t see it in the viewport. Let’s adjust the camera a bit. We can put it upward. Right now the snapping is irritating so I’ll turn it off, and… I’ll just drag it upwards. There you go, you can see the lamp right now in the shot. Now, adjust the focus a little bit more so we can see the whole room in the shot.
[10:19] Now let’s search for some shelving. There’s a nice rack here in black and white colors. I’ll drag and drop this one. I have one piece of it which I’ll just copy and position next to each other so you have a nice arrangement of shelving modular units. You can do that by holding the shift button and then dragging. Now confirm, make a copy of the object and rotate it along the y-axis—90° and 180°. Let’s just drag it upwards and, there you go. You have a nice kind of Tetris vibe setup for the shelves.
[11:19] Now for the bedside tables and some lamps for reading in bed. Pick a nice lamp here and…
[11:39] Okay choose here. Down below, we have bedside table three. I really like it. Let’s drag—oh, first we need to buy and download.
[12:01] Though it has a little bit of a lag while adding, but, you know, 3ds Max has to add all the materials and textures loaded onto the scene. It takes quite a while depending on your computer setup, but it shouldn’t take very long. And I really like this lamp, the modern one.
[12:45] Now, the lamp is standing on the bedside table. I’ll just pick both these assets and copy them together so, with CTRL, you can select multiple assets. Just do the same as with the shelving: press “Shift” and drag it by the axis and, okay. Use the “Tools” roll-down menu and find the mirror tool. By default, it’s set in the x-axis and that’s okay for us right now as it fits our design perfectly. So, I guess we have the basics of the room set up.
Fixing the Overburns
Adding Decorations
[17:30] It stays as it was, but now just a little bit deformed. We could do some more adjustments. I’ll also get to the “Editable Poly” below that a little bit and correct the leaf sticking out with the freeform tool. Yeah, just like that. Right now, if you go to the upper modifier it applies even more deformation. It kind of fits right now; it’s a little bit tighter and fits our bedroom.
[18:16] Let’s do some corrections here with the headphones. Place them nicely on the corner and add some more stuff. Decorations are the category that I’ll browse through. I’ll add some sculptures, figurines, stuff like that. Maybe some candles as well. You know, random stuff that people put on shelves to decorate the room—make it look cozy and welcoming, instead of empty space with just furniture. I’ll just pick some and download these. Let’s speed up through this process.
[19:12] The objects added are added in an incorrect real-world scale. So, you can see this head was quite a small figurine. I will place it on the shelf and try to make it a little bigger, so you can always adjust the assets to fit your design. Nobody will ever know that this head was a small object. I want it to be a bit bigger and it will work in my scene. Right, so now, just to position this on the viewport… It’s closer to the object now. Press “E” to scale the object. Make sure you have the right scaling mode. I’ll just make sure that it’s proportional in scale with all the objects and drag them up. A bit bigger and rotate a bit. It’s in the top view, right now we can’t see the face. We can do a profile view.
[20:43] Let’s add the candles. When we’re adding things to the shelf, I’ll maybe, just for convenience, I’ll zoom in a little bit with the view. Let’s place the candle first and—it’s quite far away, it’s hard to see. So, let’s change the view and camera to perspective. Right now, we’ll leave the camera where it is and manipulate the viewport the way we need it—now, make it closer here and simplify the candle. It’s here and now, use the positioning tool like this. Place it on the shelf.
[21:44] Now, let’s repeat the trick of copying the object and, to make the three candles uneven, I’ll just scale this one and the third one for three different-sized candles of the same type. You can see it looks better and it will fill our ceiling a little bit more than a single candle. Pretty nice.
[22:21] Now, sometimes, it’s good to avoid a perfect setup, like everything is super even, because that’s not how things are in real life. Make sure that even if it’s tidy, don’t make it like, super perfectly tidy, because it will be unrealistic. So, let’s try to introduce a little bit of realistic chaos into our scene.
[22:54] Let’s make this a bedroom for a horse lover. We have two horse figurines here to decide from. Let’s put one here. There’s another one, there’s also an angel, an—oh, a starfish—whatever to fill our shelves and not leave them empty.
[23:29] Yeah, so let’s throw in another horse figure and put it on the commode next to the windows. We just need a little bit of position correction… yeah, now you can see the photos as well, not just the frames. Yeah. I think it’s quite nice and now the second shelf needs something too.
[24:04] Okay, we’re standing there. Maybe let’s make it the angel. Ah, this bell looks nice. Let’s download this and it’s just the same trick as with the candles.
[24:31] Using isolated selection is quite nice if you want to just focus on a specific part of the scene and not have to worry about everything else getting in the way.
[25:03-25:07] Let’s end isolate mode and see how that shows up.
[25:07] Less empty now, I’ll throw in some shoes. Let’s look at “Fashion” and see some shoes to pick from. I like this one; I’ll squeeze a pair of shoes next to the bed. I suppose you would want—when you rotate it a little bit, like that, and now also copy this and use the mirror tool to have the opposite shoe here. Now I’m just rotating. Give some variation, randomness, to this scene, so that it looks more natural. As you can see through the camera—yeah, I think that looks nice.
Another Brick (in the) Wall
[27:57] I’m using “VRay NormalMap,” and then plugging a normal map that’s a regular bitmap. While loading normal maps for V-Ray, it’s good to override the Gamma to “1.” It’ll just work better but plug it in to mount the map. Now you can see it gives us a nice little bump. I use the AO from this picture as the color map, but I’ll also plug in color correction, here. Plug it in and I’ll just tweak the values, like make it brighter… maybe less contrast, so that we have just a kind of a white wall with bricks. Just a basic material, nothing fancy. Now, I’ll just plug this into one of the slots, make an instance and name this material “Brick Wall.”
[29:06] Now we can apply this material to our wall. Just by dragging from these dots to the viewport, it should work just fine. As you can see, this is just a gray image because the wall is not correctly UV unwrapped.
[29:28] Let’s quickly add the modifier. Let’s type in “UV Map,” set to default shading, hit render, and see how it looks like right now. It’s looking pretty nice, but I don’t really like the framing of the shot, so let’s have another look at the camera. Let’s select the object on the camera and go to the rotate tool and look at how it’s rotated. You can see on the x-axis it’s almost 90°.
[30:03] Select the target of the camera, move it just slightly, so that it’s correctly positioned. Now, let’s move the camera with the target. Let’s move both of these and move slightly toward the door. I still don’t like the viewing angle. So, I’ll choose the preset “APS H (Canon)” and not 18 [for focal length], but maybe, let’s go crazy. Fifteen mm focal length, I think it’s better. It’s showing a little bit more of the interior, a little bit more of the lamp, and generally, a better frame.
[30:50] Also this thing that bothers me a little bit that’s happening behind the window… We’ll set up for a shot from different angles so let’s pick “Element,” do this, and we’ll get this and move it closer. Now it’s feeling better. Okay now, some trees. Something to show in the background.
[31:25] I guess we’re ready to go for the final render. Let’s have a quick look at the settings. The setup is for HDTV resolution and the GI setting is for interiors; for the primary engine, it’s best to use “Irradiance Map.” You can experiment with others but this is probably the most used.
[31:48] Light Cache for our secondary engine. For the “Irradiance Map,” let’s do it low for now. For “Light Cache,” the subdivs are by default at 1000. You can settle the noise threshold for the rendering to stop…
(voice fades; music interlude).
[32:35] That’s it. The final result. Of course, you can always improve it and play around with the assets, change different layouts, this is just an introduction of how to quickly make an artist picture. You can see that it took less than an hour.
[32:51] (Repeated, in slo-mo) Less than an hourrrrr.
End.