In this tutorial we will continue modelling objects for our interior and model a home theatre system using reference pictures. These objects will be used later by creating and building our interior at the end of this section. The system is made from a subwoofer, main unit, DVD player and speakers. By modelling all these objects we will focus on the details and areas on these objects which would be visible by our renders. Taking thins into account we will not model everything and every small detail, but focus only on the parts which we need for our render. As by other tutorials where we are modelling an object according a reference we will start by placing our reference pictures inside 3ds Max environment. Because we was and we are modelling in real world scale we have to set-up our environment to corresponding units and replace the standard generic units with something we used before, in our case European metric units. After placing our reference pictures we will start the modelling process by studying, deciding and choosing the right method and starting element. In our case the starting element would be a box and the poly-modelling technique. Using the poly-modelling technique we will start to edit the geometry and transform the simple box into a model which replicates the one on the reference image. Keeping in mind our conditions we set at the beginning we will focus and create details only on the visible parts of the objects although some details would be made on other parts. Using the technique and method as before we will create all the objects from which the system is made.
Next, we will use the 3D-Sphere material library which you can download from the menu on the left side of 3D-Sphere and apply materials to our model. For rendering i will use Photometric Lights and MentalRay for realistic looking result. At the end together with the final render we will render also an Ambient & Occlusion map and do some postproduction in Photoshop. You can watch the tutorial below and if you have any questions, just write us.