Model, Texture, and Render a Bathroom Interior Design with Maya – Day 2

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.

This tutorial is Day 2 in a series – Go to Day 1.

Final Effect Preview

Tutorial Details

  • Software: Maya 2009
  • Difficulty: Beginner/ Intermediate
  • Estimated Completion Time: Approximately 30 min
  • Hardware/ Software Requirements : Windows 2000-XP or Mac OSX 10.5 (or newer); PIII and higher or Intel Macintosh; 1G RAM

    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!!.

    This tutorial is Day 2 in a series – Go to Day 1.

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  • Add Comment

    Discussion 35 Comments

    1. Michiel says:

      Good tutorial, but the reflection image does not match with the perspective of the scene. The shadows on the ground are very hard, and they should be more softer. The FG in the rendersettings maybe needs some attention. Gr

    2. Kaj says:

      The lighting and all that looks great and all.. but the design itself… Looks like the bathroom belongs to a Midget. The Scale just seems all wrong to me.

      I know that this is just for people to learn the “technique” of doing something realistic like this, but I just thought I’d share with you that the Scale of this looks all wrong to me.

      Thanks though.

      • Max says:

        I agree, the texturing and everything looks great – but it looks like a bathroom in a dolls house. But great final effect!

    3. Frank D says:

      great tut, thank you very much!

    4. Joao Chaves says:

      Thank you very much, we care about the scale and all.

      From Portugal

    5. xss says:

      this tutorial iz rubbish.

    6. Dominic says:

      Great tut, have been eagerly awaiting the next stage of this tutorial! I agree with the scale comments made above, my only other concern is the texture sample used for the reflection is of a slate style floor, not a wooden one that has actually been rendered.

      Other than that there are some great techniques here to be learnt so thank you very much!

    7. Alan Monroig says:
      Author

      Thanks to all, I am glad you liked the tutorial

    8. Arun says:

      Thanks,fantastic redering.How can i get mental ray nodes?

    9. Dlyrious says:

      Did really like the tutorial, cause it showed me lots of things i had never used in modelling before…
      On the other hand part 2 just completely caught me of guard to the point where i was only following instructions instead of comprehending anything. A little explanation of the used materials an how to go about working with them would have been really helpful.

      One of the reasons im stating this, is the fact that the wall texture didn’t fit my walls at all, and it took me quite some time to figure out how to fit them!

      Other than that none of us is perfect and i really learned alot on the modelling side!!

    10. vino says:

      very good tutorial for the beginners who are all learning this.. me too tried once.. it came well..

      thanks..

      vino

    11. Hassan says:

      what would this be used for? as a 3d image? or can it be used in an animated film? sorry for stupid question but i’m new to this 3d cg world

    12. Andrei says:

      This tutorial is great, and I have learned very much from it. But there’s one small issue towards the end.
      When I render my final scene, the mirror generates an odd reflection. The two bottom thirds are OK, but the top third of the mirror reflects everything up-side down. (NOTE: I’ve dropped the surface shader, and instead I gave the back wall the regular wall material, and just added a bunch of plant meshes around the room for the mirror to reflect) Could it be because of the slight curvature of the mirror? I wouldn’t see how that would affect the reflection like this…
      Another problem would be the fact that I can’t give the area light above the mirror any material. It doesn’t give me an error, but the glow material doesn’t appear in the render, or in attribute editor. (using Maya 2009)

      Excellent tutorial, nevertheless! :)

    13. Andrei says:

      Thank you for your reply. :) And yes. Only it isn’t a surface shader, but just the plain wall material from Steps 32-40.

      • Alan Monroig says:
        Author

        I don´t know why this is happening but you can send me your scene to this address:
        alanmonroigcompany [at] yahoo.com

        The glow should be assigned to the object not to the light.

        Tell me if this works :)

    14. leon says:

      great tutorial helped ma out a lot for a scene i am lighting one question the 2 area lights on the right of the screen are causing hotspots on the back wall, any suggestions on how to git rid of them but keep the same feel, i tried messing with the intensity but that messes up the lighting and then i tried adding decay but that never worked well
      thanks in advance

    15. candyman says:

      Lot of thanx…..

    16. kamal says:

      thanx very much Alan Monroig
      for this tutorial

    17. Brenno says:

      Hi! I learned a lot, but i have question: why did u create the image (step 69-70)? how is this image?
      Thanks a lot

    18. curtis says:

      great tut so far when i go to add the shader to the floor it remains gray…(lambert) type material? any clue on how to view my floor shader to see if its scaled right?…. ty

    19. Luan yuri says:

      Hello! I followed this lesson here in BRAZIL and liked it a lot. It helped me to learn modeling.

    20. prabhu says:

      it’s v good

    21. ashwani kapoor says:

      very nice please send me more maya metirial tutorials like a wine glass & gold metirial

    22. michele says:

      hello! I’m a new maya usar and compliments for this tuts, I not understand the poin 70…
      which image I neep to use?
      very sorry for the disturb…

    23. Ahmad says:

      Very nice and very very useful tutorial . i really like it

      Thanks you Alan Monroig

    24. Daniel says:

      Very goo d and useful tutorial indeed. Just one question though, where did you get all of your textures?
      For example the floor texture. None of the ones I manage to find are as good as the one you are using.

      Thanks, Daniel

    25. maraca says:

      thannnk dudeee!!!!

    26. HASSAN says:

      I have no enough words for this site i mean its outstanding mindblowng n superb…………!!!! its relly very nic site n tutorials n most important the way Mr.Alan Morniog teach i relly vry heppy to watch that n i have done nic results >…………..!!!

      Once again Thanks thanks Mr.Alan ????????

      Thank you…………!

      Hassan

    27. Timothy Walmsley says:

      Good tutorial. I agree with the reflection and midget statements but it looks realistic and I had to attempt it myself. I’m not massively experienced with Maya but here’s my version of this bathroom from this tutorial:

      http://imageshack.us/photo/my-images/19/bathroomq.jpg/

      I could have pondered on the lighting more but that’ll do.

    28. mrunal says:

      Hi. i did all the procedure as in tutorials
      but i’m not getting the reflection in mirror of image on back wall,instead i only have plane back wall in mirror… i checked every setting.. then whats wrong…?

    29. abhinay says:

      i cant’ understand step 60 (Polygonal Light) where is polygonal light?

    30. Vishnu says:

      hi
      Thanks for this amazing tutorial.
      Rendering is too slow in my PC when I changed to the final rendering setup mentioned.
      Whether a lack of Graphics may be a problem
      I have AMD X6, 4GB RAM ,, but no graphics card
      kindly suggest me on this, I wish to work more with maya

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