Model and Texture a Posh Living Room Scene in Maya: Part 2


In this tutorial you will go through the process of modeling and rendering a Living Room in Autodesk Maya. You will learn to use Mental Ray, along with the new architectural materials, and also create realistic fur, implement studio lighting for nice and soft shadows and highlights, and then execute the final render.

Final Effect Preview

Step 1

Go to “Window > Rendering Editors > Hypershade”.

Step 2

Inside the 'Hypershade' editor, with “Create mental ray Nodes" active, create a new “mia_material_x”.

Step 3

Open the 'Attributes' editor for the “mia_material_x”, and name the material "sofa". This will make sure your 'Hypershade' window stays organized.

Step 4

Under the “Diffuse” section, change the color to a beige tone.

Step 5

Adjust the settings below as shown:

  • Diffuse: Roughness = 0.500
  • Reflection: Color = White Grey; Reflectivity = 0.450; Glossiness = 0.500; Glossy Samples = 16
  • Step 6

    Scroll down to the “Bump” section, click on “Overall Bump”, and select the 2D “Mountain” texture.

    Step 7

    Change the “Bump Depth” value to '0.001', and then go to the “Bump Value” settings.

    Step 8

    Leave the default settings as they are.

    Step 9

    Check the 'Hypershade' editor to make sure everything is correct.

    Step 10

    Now assign the material you just created to both sofas.

    Step 11

    Go to “Window > Rendering Editors > Hypershade” to open the 'Hypershade' editor.

    Step 12

    With “Create mental ray Nodes" active, create a new “mia_material_x”.

    Step 13

    Go to the 'Attributes' editor of the new material, name it "Table", and then change the following options:

  • Diffuse: Color = Black
  • Reflection: Reflectivity = 1.000
  • Step 14

    Now scroll down to the “Refraction” section, and change the following options:

  • Index of Reflaction = 1.500
  • Color = Soft blue
  • Transparency = 1.000
  • Step 15

    Apply the new material to the table.

    Step 16

    Go to “Window > Rendering Editors > Hypershade”, and open the 'Hypershade' editor.

    Step 17

    With “Create Mental Ray" nodes active, create a new “mia_material_x”.

    Step 18

    Go to the 'Attributes' editor of the new material, name it "Legs", and select one of the presets named "Chrome". This will automatically create a chrome material.

    Step 19

    Apply the chrome material to the legs of the sofas, and also to the vase.

    Step 20

    Open the “Hypershade” editor.

    Step 21

    With “Create mental ray Nodes" active, create a new “mia_material_x”.

    Step 22

    Go to the 'Attributes' editor of the material we just created, name it "Table Base", and add a file texture to the "Diffuse Color" slot.

    Step 23

    Under 'File Attributes', click on the "Image Name" option to browse for a wood texture of your own choice.

    Step 24

    Apply the new material to the table base, and if you look closely, you will see that you need to adjust the UV mapping.

    Step 25

    Select the table base, then go to “Create UVs > Spherical Mapping”.

    Step 26

    The texture should now look much better.

    Step 27

    Now go to “Create > Polygon Primitives > Sphere” to create some geometry for the carpet.

    Step 28

    Position the sphere accordingly.

    Step 29

    Then scale it to an appropriate size.

    Step 30

    Open the 'Hypershade' editor”.

    Step 31

    With “Create mental ray Nodes" active, create a new “mia_material_x”.

    Step 32

    Go to the 'Attributes' editor of the new material, name it "Carpet", change the "Diffuse" color to a beige tone, and change the "Reflectivity" to '0'.

    Step 33

    Apply the new material to the carpet.

    Step 34

    Select the carpet object, go to the “Fur” tab, and select the “Sheep” preset.

    Step 35

    In the 'Attributes' editor of the "Fur" you just created, change the "Base" and "Tip" colors to beige.

    Step 36

    Go to “Create > Lights > Area Light”.

    Step 37

    Position the new "Area Light".

    Step 38

    Duplicate the "Area Light", and position the copy accordingly.

    Step 39

    In the 'Attributes' editor of both lights, change the "Intensity" to '0.450'.

    Step 40

    Scroll down to the “Raytrace Shadow Attributes” section, enable “Use Ray Trace Shadows”, and change the “Shadow Ray” to '15'. Again, do it for both lights.

    Step 41

    Position the camera as you see fit.

    Step 42

    Go to “Window > Rendering Editors > Render Settings”, to open the “Render Settings” window .

    Step 43

    Inside the “Render Settings” window, change the “Render Using” option to “mental ray”. Then, under the “Quality” tab, change the “Max Sample Level” to "2", and under the “Multi-pixel Filtering” section, change the “Filter” to “Gauss”. Lastly, under the “Raytracing” section, change the following options:

  • Reflections = 5
  • Refractions = 5
  • Max trace Depth = 10
  • Shadows = 5.
  • Step 44

    Go to the “Indirect Lighting” tab, and in the “Final Gathering” section, enable “Final Gathering”, change the “Accuracy” to "300", and adjust the “Point Density” to "0.200".

    Step 45

    If you render the scene now, you will see that it still needs more light.

    Step 46

    Go to “Window > Outliner”, to open the “Outliner” window, and then select your camera.

    Step 47

    In the 'Attributes' editor of the camera, scroll down to the “Environment” section, and change the “Background Color” to grey. This will make all of the surroundings brighter.

    Step 48

    If you render the scene, you should see that it looks a lot better. The carpet, however, still needs some work.

    Step 49

    Select the carpet, and go to the 'Attributes' editor of the fur. Change the “Density” to "50000", adjust the “Tip Color” to a whiter beige, and increase the “Length” to "1.200".

    Step 50

    If you are still not happy with the carpet at this point, you can try adjusting the "Fur" to your own settings. That's it! Hope you enjoyed the tutorial!!