The modeling and rendering of interiors is used in a great variety of industries, and creating result that is suitable for these big markets is a very big challenge. In this tutorial you will learn how to model, texture, and render an interior design of a bathroom using Maya. The modeling of the bathroom will be achieved using polygons, NURBS, and paint effects. The rendering process will be done with Mental Ray, using techniques that will quickly give you a photorealistic result.
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Step 1
Go to “Create > Cameras > Camera”.

Step 2
In the active view menu, go to “Panels > Look Through Selected”.

Step 3
Now you will be looking through the camera. Position it to the desired location.

Step 4
Go to “Window > Settings/Preferences > Plug-in Manager”

Step 5
A new window should open. Scroll down until you find “Mayatomr.mll” and check "loaded" and "Auto load".

Step 6
Go to “Window > Rendering Editors > Render Settings”.

Step 7
Inside the "Render Settings" window, change “Render Using” to “Mental Ray”.

Step 8
Go to the “Common” tab and change the "Image Size" to “HD 720”.

Step 9
Click on the button in the active view to see the size of the render.

Step 10
Adjust the camera so that the scene fits into the green square.

Step 11
Select the back wall of the scene.

Step 12
Move and scale it to fit in the rendering area.

Step 13
Go to “Create > Polygons Primitives > Plane”.

Step 14
Move, scale, and rotate the plane to make another wall.

Step 15
Go to the camera view to see if the plane is big enough.

Step 16
Select the back wall and go to “Edit > Duplicate”.

Step 17
Move the plane behind the camera so it is not visible in the render (this plane will be used later to create a reflection for the mirror).

Step 18
Go to “Create > Lights > Area Light”.

Step 19
Position, scale, and rotate the area light to match the geometry of the scene.

Step 20
Go to the "Attributes Editor" of the light, change its name, and decrease the “Intensity” to 0.083.

Step 21
Scroll down to the "Shadows" section, activate “Use Ray Trace Shadows”, and change the “Shadow Rays” to 15.

Step 22
Make sure you are looking through the correct camera.

Step 23
At the view menu, go to “View > Bookmarks > Edit Bookmarks…”.

Step 24
Inside the “Bookmark Editor” window, create a new bookmark so the position of the camera is saved in case you accidentally move it.

Step 25
Go to “Create > Lights > Area Light”.

Step 26
Move, scale, and rotate the light to be in the same position as in the image below.

Step 27
Select the light and go to its "Attributes Editor". Name it, and change the “Intensity” value to 0.265.

Step 28
Scroll down to the "Shadows" section, activate “Use Ray Trace Shadows” and change the “Shadow Rays” to 15.

Step 29
Select the light and go to “Edit > Duplicate”.

Step 30
Using the move, rotation, and scale tools, position the light as shown.

Step 31
Go to your “camera1” view.

Step 32
Go to “Window > Rendering Editors > Hypershade”.

Step 33
Inside the Hypershade window, create a new “mia_material_x”.

Step 34
Go to its "Attributes Editor", name it, and change the diffuse “Color” to white, the reflection “Glossiness” to 0.586, and the “Glossy Samples” to 25

Step 35
Scroll down until you find “Ambient Occlusion” and activate it.

Step 36
Find the "Bump" section and click on the texture button for “Overall Bump”.

Step 37
A new window should open. Select the “Grid” texture and close that window.

Step 38
Click on the button that is next to the “Bump Value” slider.

Step 39
New options should appear. Change the “Line Color” to a nearly white grey, the “Filer Color” to white, and the “U Width” and “V Width” to 0.004.

Step 40
Add this material to all of the walls in your scene.

Step 41
Open the “Hypershade” window again, and create a new “mia_material_x”

Step 42
Go to its "Attributes Editor", name it, change the reflection “Reflectivity” to 0.260, the “Glossiness” to 0.620, the “Glossy Samples” to 15, and click on the button next to the Color slider to add a texture.

Step 43
Inside the new window select the ”File” texture.

Step 44
Click on the folder next to the “Image Name” option, and search for your wood texture.

Step 45
Scroll down until you find “UV Coordinates” and click on the button that is next to the “Uv Coord” values.

Step 46
New options should appear. Change the “Repeat UV” value to one that works for your texture. My values are 25 and 10.

Step 47
Apply this material to the floor of your scene.

Step 48
Open the “Hypershade” window and create a new “mia_material_x”.

Step 49
Go to its "Attributes Editor", name it, and change the diffuse “Color” to white, the reflection “Reflectivity” to 0.500, the “Glossiness” to 0.400”, and the “Glossy Samples” to 25.

Step 50
Add this material to all of the white objects in your scene.

Step 51
Open the “Hypershade” window and create a new “mia_material_x”.

Step 52
Go to its "Attributes Editor", name it, and select the "Chrome" preset.

Step 53
Add this material to all of the metal objects in your scene.

Step 54
Open the “Hypershade” window and create a new “mia_material_x”.

Step 55
Go to its "Attributes Editor", name it, and change the diffuse “Color” to blue and the reflection “Glossiness” to 0.660.

Step 56
Add this blue material to the scene.

Step 57
Open the “Hypershade” window and create a new “Phong” material.

Step 58
Go to its "Attributes Editor", name it, and change the “Color” to white and the “Incandescence” value to grey.

Step 59
Scroll down until you find the “Special Effects” section and change the “Glow Intensity” value to 0.020.

Step 60
Add this material to your polygonal light.

Step 61
Open the “Hypershade” window and create a new “mia_material_x”.

Step 62
Go to its "Attributes Editor", name it, and change the diffuse “Color” to black and the “Reflectivity” to 1.000.

Step 63
Add this material to the mirror.

Step 64
Render the scene.

Step 65
The render should look too dark and the quality should be pretty bad.

Step 66
Open the “Render Settings” window.

Step 67
Under the “Indirect Lighting” tab, activate “Final Gathering”, change the “Accuracy” to 200, the “Point Density” to 0.100, and the “Secondary Diffuse Bounces” to 2 .

Step 68
Click on the “Create” button of “Image Based Lighting”.

Step 69
Click on the small button that is next to the “Create” button.

Step 70
The "Attributes Editor" should display new options. Click on the button with a folder to select your image.

Step 71
Render the scene.

Step 72
The lighting in the scene should look much better, but the quality of the render should still be very low.

Step 73
Open the “Render Settings” window.

Step 74
Under the “Quality” tab change the “Max Sample Level” value to 3, under the “Multi-Pixel Filtering” section change the “Filter” to "Gauss", and under the “Sample Options” section activate “Jitter”.

Step 75
Scroll down to the “Raytracing” section and activate “Raytracing”. Change the “Reflections” value to 4, the “Refractions” value to 4, and the “Max Trace Depth” to 8.

Step 76
Render the scene.

Step 77
Now everything should look pretty good except for the black mirror. To fix this, you need to create something that the mirror can reflect.

Step 78
Open the “Hypershade” window and create a new “Surface Shader”.

Step 79
Go to its "Attributes Editor", and click on the texture button next to the “Out Color” slider.>

Step 80
In the new window, click on the “File” texture.

Step 81
Click on the folder button, add your image, and apply this material to the back wall you created earlier.

Step 82
Render the scene.

Step 83
Now the mirror has something to reflect, but it should look pretty dark.

Step 84
Go the "Attributes Editor" of material you just created, and click on the button next to the “Out Color” slider.

Step 85
The "Attributes Editor" should display different options. Scroll down until you find the “Color Balance” section. Once there, change the “Color Gain” value to "R= 4.200, G= 4.200, B= 4.200". This will create a brighter color than white.

Step 86
Render the scene.

Step 87
The mirror should look pretty good now, but the rest of the scene is probably really bright.

Step 88
Select one of your main lights.

Step 89
Go to its "Attributes Editor" and change the “Intensity” value to 0.115. Repeat this process for both lights.

Step 90
Render the scene.

Step 91
Congratulations! You're done!!.

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