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Making a Chair in 3ds max

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Date Added: 9th December 2009
Software used:
Keywords:

Step 08 - Materials


160) Central base cylinder:
Material type: Standard
Shader: Anisotropic
Difuse color: Value 82
Specular Level: 78
Glossiness: 10
Anisotropy: 85

161) Chrome cylinder:
Choose a new slot and apply a Bitmap Map at the Reflection Channel. In this tutorial I've used the HONGKONG.JPG (you can find it at 3dsmax\maps\Backgrounds). Change the mapping type to Cylindrical Environment and reduce the map influence to 60.

162) Metal parts:
Material type: Standard
Shader: Blinn
Difuse color: Value 25
Specular Level: 157
Glossiness: 19

163) Screws:
Material type: Standard
Shader: Strauss
Difuse color: Value 119
Glossiness: 82
Metalness: 21

164) Covers:
Material type: Standard
Shader: Blinn
Difuse color: Value 69
Specular Level: 14
Glossiness: 0

165) Borders:
Material type: Standard
Shader: Blinn
Difuse color: Value 30
Specular Level: 159
Glossiness: 41

166) Seat:
Material type: Standard
Shader: Blinn
Difuse color: Apply a Falloff map to this channel and change the first color to R: 0; G: 74; B: 5; and the second R: 133; G: 190; B: 137;
Specular Level: 159
Glossiness: 41
Little gif for reference:

826_tid_001h_materials.gif
167) Change de background of your scene to this color: R=82; G=104; B=131

168) If you render, you will have something
like this:
 
826_tid_8_001.jpg

Step 09 - Lighting

169) We are going to make a very simple light setup with the Light tracer. First off all create a floor.

826_tid_8_002.jpg
170) After this, create a Target Spot from Top Viewport.

826_tid_8_003.jpg
171) Move it in the Z axis lifting it up.

826_tid_8_004.jpg
172) For this light use this configurations: turn Shadows on with Area Shadows type. Use a Multiplier of 0,6. Raise the Hotspot/Beam to 85,0.

826_tid_8_005.jpg

173) Next step is create a Omni in this position with a Multiplier of 0,3 casting NO shadows.

826_tid_8_006.jpg
174) Create then a Skylight (anywhere) with a Multiplier of 0,45.

826_tid_8_007.jpg
175) Open Light Tracer panel and change Rays/Sample to 200, Filter Size to 1 and Cone Angle to something near to 42.

826_tid_8_008.jpg
176) When you render, you'll have something like this. Great :)

826_tid_8_009.jpg
Hope you guys enjoyed this tutorial. Sorry if you find any English errors, this isn't my native language. Bye!

Filipe M. Deschamps
Redpixel Team




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Lio on Sun, 10 March 2013 6:14pm
en: very good fr: vraiment bien ... hyper détaillé pour les débutants en: really ... incredibly detailed for beginners Thanks !!
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