Friday, 9 December 2011

Toilet Scene Furniture - Urinal

For the urinal I decided that as the back would only be seen I would try make it as simple as possible so I created a box and converted it to an editable poly. I then extruded to make a basin and then created an extruded edge. I then turbosmoothed the entire model and this is the results.



Toilet Scene Furniture - Cubical

This was created in my bathroom scene. I found it easier as I could get the right dimensions. I created a box with width and length segments. I converted this to an editable poly. I then adjusted the vertices to make a door and extruded to make another side. I then Used polygon IDs to show a gap in between the door and cubical unit. I then added a lock to both front and back. The front is a cylinder with the front polygon beveled and then extruded. This shows the toilet is occupied or not. I applied a red colour to show it is. On the back I added a box for a bar and then created a lock bar for it to lock into. These where converted to editable poly and attached to the cubical.



Toilet Scene Furniture - Baby Changing Unit

My baby changing unit uses the same technique as all my models with a box creation, converted to editable poly and extruded. For the baby changing mat I used the extruded polygons I created and selected the outter edges. From here I chamfered the edges with 5 outlines and provided the mat with a shiny white material. The changing table uses the same material as the kitchen cupboards.
Below is a rendered version of my baby changing unit.

Toilet Scene Furniture - Sink

I felt that with the toilet sink that I would need help so I got a blueprint from: http://www.123rf.com/photo_7232320_blueprint-bathroom-fixtures.html. I set the planes up and applied the image to them. I created a box shape with width, height and length segments and converted to an editable poly. I then selected a few polygons in the top view leaving an even edge around the outside, then extruded and beveled these polygons.


Next I applied a turbosmooth modifier with 2 iterations and this is the outcome.


Next I created another box for which would be the sink stand. I moved it into place.

I then enlarged so it matched the blueprint and would attach to the bottom of the sink.

I then converted the box to an editable poly and changed the vertices positions so that it matched the blueprint.

I then attached the stand to the sink and went about creating the taps. For this I created a cylinder and cloned it twice. I rotated the other cylinders so that I had an equal t shape. I then converted this to an editable poly and selected the end faced polygons. These were then beveled to give the taps some shape.


Next I turbosmoothed it with two iterations, and cloned so I had two taps. Next I used the blueprint to make the tap hose. I went to the right viewport and used a line spline and drew around the outline. Next I converted this to an editable poly and applied a turbosmooth with two iterations. This didn't work so I applied a symmetry modifier and mirrored in the y axis. This was then moved so that it was an equal tap hose. I then applied a grey shiny material to the tap and taps.


I selected the top polygons on both taps and made one material red the other blue to represent hot and cold. Below is a rendered version of my sink.

Toilet Scene Furniture - Toilet

I decided that for my toilet I would need some help in creating it so I used a blueprint from: http://www.the-blueprints.com/blueprints/misc/other/21294/view/caravelle_270_washdown_toilet_seat/. I set up two planes and applied a uvw map and set them up so I could see a front on and side version of the toilet. I then drew a box using the blueprint dimensions and converted to an editable poly, extruded the bottom polygons, and edited the vertices to match the blueprint. I made the object see-through to help.


Once I had done this for the front view I done the same for the side on view and extruded once again.

I then made the toilet seat in the same fashion and applied a turbosmooth to the toilet and edited the vertices to make it look more realistic. I then made a white shiny material and applied it to the toilet.

Lastly I made a button for the flusher. This was created from a cylinder and converted to an editable poly. I then extruded the top polygon and turbo smoothed it. I applied a grey colour to the flusher and attached to the toilet. Here is a rendered version:

Thursday, 8 December 2011

First Scene Furniture - Kitchen - Fridge Freezer

My fridge freezer uses similar techniques applied from my earlier works. I started with a box model and split the sections so I had 3 height sections. One section for the top bar, one for the fridge and the other the freezer. I then converted this to an editable poly and chamfered the middle edge so that it would create the impression of a built in door handle.


I then moved the middle edge in the z axis to create an indent and handle like section. I then created a new polygon for the information bar using the create tool in the polygon section. I then applied text to this using create, shape, text. This was the first time I have entered text into 3ds max for a model and found this quite easy. I then applied this to the newly created polygon.

Like all my other models materials I produced another multi/ sub-object layer and applied the main fridge freezer with a white shiny material of ID 1, a grey colour for the gaps in the fridge as ID 2 and the information bar as ID 3. I kept the text a separate material and used a bright green.

Here is how the fridge looked rendered.

First Scene Furniture - Kitchen - Oven

For my kitchen oven I started with a box model using standard primitives.

I then cloned this and made a second box with this but smaller. I then brought this closer to the front which would give the impression of a oven door. This was then converted to an editable poly. I then applied a transparent material with the help of raytrace and transparancy to help the door look see through. I selected the top viewport and selected the middle polygons leaving an even edge so I could create the hob. I then beveled these polygons and this was the outcome.

For the hob pads I created a cone using the standard primitives and applied 10 sides to this. I made the cone bigger at the bottom and smaller on top to resemble a pad.

I then cloned this pad a further three times.


I then moved the pads into postion ontop of the hob and used the handles I created from the kitchen cupboards on the oven door but increased the size of it.

Below is a screenshot of the materials used and what the glass looked like for the oven door.

I then decided to created the dials for the cooker, I used the original hob pad and cloned it. I then rotated and made the pad smaller to resemble a button/dial. I then cloned this 6 times. For both the pads and dials I applied a turbosmooth modifier with 2 iterations.