Model and Texture a Posh Living Room Scene in Maya: Part 1
In this tutorial you will go through the process of modeling and rendering a Living Room in Autodesk Maya. You will also learn to use Mental Ray (along with the new architectural materials), create realistic fur, and implement studio lighting to create nice and soft shadows and highlights.
Final Effect Preview
Create a primitive cube.
Go to the 'Attributes' editor of the cube, and change the “Subdivisions Width” to '20' (this will give us enough geometry to deform the cube).
Go to “Edit Mesh > Insert Edge Loop Tool”.
With the “Insert Edge Loop Tool” selected, create 2 lines around the cube.
Select all of the faces that go around the cube.
With those faces selected, go to “Edit Mesh > Extrude”
Extrude outwards, just a little bit.
Select the small faces that go around the cube.
Go to “Edit Mesh > Extrude”.
Extrude the faces outwards a bit.
With the cube selected, press number 3 (the entire cube should smooth out). It it should pretty good now, but the corners are not sharp enough yet.
Go to “Edit Mesh > Insert Edge Loop Tool”.
With the “Insert Edge Loop Tool” active, create 4 edges to make the corners smooth out.
With the “Animation” menu active and the cube selected, go to “Create Deformers > Nonlinear > Bend”. This will create a deformer to make the curvature of the sofa.
With the 'Bend' deformer selected, go to the 'Attributes' editor and change the 'Z' rotation to '90' (this number will vary depending on the position of your cube).
Go to the “bend1” attributes and change the following settings:
Note: These settings will vary depending on the shape of your cube and how you want it to deform.
The result should look something like this.
Select the cube and the deformer, and rotate them to position the sofa. The sofa is almost ready now. You are only missing the legs.
Create a cylinder.
Go to the 'Attributes' editor of the cylinder, with the “polyCylinder1” tab active, and change the “Subdivisions Height” to '36'.
Select the cylinder, and using the scale tool, squeeze the cylinder on one axis.
With the “Animation” menu active, go to “Create Deformers > Nonlinear > Bend”.
Go to the 'Attributes editor, and change the 'Y' rotation value to '90' (this setting will vary depending on the position of your cylinder).
Go to the “bend2” tab of the 'Attributes' editor, and change the following settings:
Note: These settings will vary depending on your cylinder, and how you want it to deform.
Make 4 duplicates of the cylinder, and position them to match the size of the sofa.
Select all of the cylinders (including the deformers), and move them into position.
Now that the sofa is finished, select all of the objects and go to “Edit > Group”.
Under the 'Attributes' editor of the new group, change the name of the group to "Sofa".
With the side view active, go to “Create > CV Curve Tool”.
With the “CV Curve Tool” active, make a curve.
Duplicate the curve, and move the copy to the other side.
Select both curves, and with the “Surfaces” menu active, go to “Surfaces > Loft”.
Duplicate the "Sofa" group, and position both sofas.
Go to “Create > Polygon Primitives > Pipe” and create a pipe.
Rotate the pipe into position.
Go to the 'Attributes' editor of the pipe, and change the “Subdivisions Axis” to '6'.
Select some of the vertices and start modifying the base geometry of the table. When you are finished, press '3' on the keyboard to make the table smooth.
Under the “Polygons” menu, go to “Edit Mesh > Insert Edge Loop Tool”.
With the “Insert Edge Loop Tool” active, add some edges around the table to make the corners sharper.
With the table selected, go to “Mesh > Smooth”, change the “Division Levels” to '2', and click “Smooth”.
You are almost done modeling, but you are still missing the table top and the vase.
Go to “Create > Polygon Primitives > Cylinder” and create a cylinder.
With the top view active, scale the cylinder to match the size of your table.
With the side view active, go to “Create > EP Curve Tool”, and create a curve that matches the silhouette of one half of the vase.
With the curve selected, go to “Modify > Center Pivot”.
With the “Surfaces” menu active and the curve selected, go to “Surfaces > Revolve”.
If your object does not look improperly deformed (like the ones in the image), skip to “Step 49”.
Select the curve and move it to right or left until the object looks right.
Congratulations, you have reached the end of the modeling stage of the tutorial! Stay tuned for part 2...Materials!!