There is a quite a lot of tutorials about modelling a chair or an armchair, I believe so, but I anyway decided to create this tutorial about modelling a leather chair in 3ds max. The tutorial could be compared to the tutorial about modelling the egg chair with the exception that this model is more difficult to do. The chair consists from the base, a second unit for legs and leather “pillows”. The last mentioned object is the most challenging in this part because creating or trying to create this kind of shapes without using any “z-whatever” additional software or plugin is difficult. However, I believe that the final result became good. The tutorial, as mentioned before, is about modelling a leather chair and all of this using a reference picture I found on the net. 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 everything is in place we will start modelling the base of the chair using the poly-modelling technique. In short, we will use a base object which we transform using the tools available inside 3ds max to the shape we want to. The decision of the initial primitive shape is up to us but we should try to choose something which is similar to the final shape we want to. Using every kind of hocus pocus we will model the base shape, the second object and as well the leather pillows using only tools available inside 3ds max.
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.
Browsing the net I found out that many users are interested in modelling so called egg chairs which are representing the modern art and are a nice piece of furniture. Because we need quite a lot of materials and models inside our interior which will be the output of our interior section I decided to model this kind of item. Looking on other similar tutorials about this chair I decided to choose another approach and model the chair as “right” as possible. We will start with setting-up our scene and creating our starting primitive. Because the chair has a spherical shape we will start with creating a simple sphere which we will use as our starting object. The right primitive will be in our case an advantage in two steps. At first, the shape is already something which we would like to have and for second, we can use the outline edges of the sphere for creating the opening inside our chair. In our case the starting element will be a sphere and the modelling technique, poly-modelling technique. We will use the sphere and the modelling technique for creating both the stand for the chair which would be going directly from the sphere and also the opening in which we would create a soft pattern on the background. To fill in the free space which we created by creating the opening in the sphere we will create pillows.
In this tutorial we will model a living room wall and get again a bit closer to the final scene which would be an interior render merging all our model did before. This part of furniture is very popular and you can basically find it everywhere and it’s used for placing the TV or any electronics inside the living room. As by other tutorials we will start by placing our reference objects inside our scene. For this tutorial i choose three different images where one of them is the primary one and from the two other we will grab a part of the shelf design. After placing the reference images we will start the modelling process by choosing the right primitive to start, in our case it’s a box. Using the poly-modelling technique we will start to edit the geometry and transform the simple box into a model which look replicates the one on the reference image. We will also model some extra details just to be sure to be able to use the model also by close shots and also bind some parts together to move and rotate simultaneously while opening or closing the front door on the shelves.
In this tutorial we will continue modelling the next object for our interior creating a leather sofa for the living room. First we will set-up the initial scene inside Autodesk 3ds Max and place a plane which would hold our reference Picture according which we will model. Even though the reference picture is small it will provide us enough guidance for the size and scale of the sofa. Starting creating a plane which will be our initial shape we will slowly adjust and create the first rough shape of the sofa with respect on his details. Using poly-modelling technique and using the advantage of hard surface modelling we will create a low-poly sofa with all details and object we will see on the reference.