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INTRODUCTION
In this tutorial I will show you how to create simple interior scene basing on reference photo.
I wanted to make it basic and simple for beginers without any complicated advanced settings.


MATCHING REFERENCE PHOTOGRAPHY IN VIEWPORT
First of all have to create help lines in Adobe Photoshop (using line tool) to set the perspective of the image.
These lines should meet in one point.


Open 3d Studio Max
Now open Views -> Background view (shortcut ALT+B), it will allow You to select Viewport Background.
Choose the reference file from hard disk and press ok.
Now You have to change render output in rendering menu to match the resolution of reference file (in our case 1025 x 819 ). Now in your selected viewport rightclick in top-left corner and select show safe frame. (shortcut SHIFT+F),
Safe frame will appear and image should be perfectly placed. In next step we will change units to centimeters.
This isn't that crucial, but may be helpful setting proper scale for the objects. Customize -> Units setup... change display units scale to Centimeters. Now right-click on the snap button, select Home Grid and change grid spacing to 1,0 CM.


Next let's create a simple box in scene.
Set height of the box to 300 cm.
Convert it to editable poly, Select all faces and flip them. Now right click mouse on our box and In object properties check "backface cull", because we want to see what is inside room without seeing walls from the outside.

This box will be a modeling base for our room.

Create Vray Physical Camera in the left corner of the box.
In the same viewport where you set background, change view to VRay camera. Adjust its position, and focal length, so the box line will match the red lines in background reference.
Select box and righclick on it. select object properties and in options check "see-trought" (shortcut: ALT + X ) Now your object will become transparent so you can see the viewport behind it. It will be easier to manipulate with connects and verticles this way.


Matching camera isn't easy task. So don't worry if lines aren't perfect. It would be much more easier if we had exact measurements of the room and camera specification.

If correct camera position is set we can start creating some details.
Now you may load reference photo without lines into your background (ALT+B). Delete faces on the walls to prepare holes for placing windows. Create central columns. Select faces on the floor and ceiling and in editable poly menu choose 'bridge'.


We need to extrude a little bottom part of the columns.


All the time you may control your connects and extrudes from the camera view.

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Let's create central desk. This is very simple object. We create it using box modeling.

1. Create base box and extrude basic shape. Use isolate selection to work only on that object (ALT+Q)


2. Add connects and chamfer them to create spaces

3. Extrude selected faces to 1 cm

4. Select 'grow' and detach faces. Now we have two separate objects, base and the doors.
5. Cap all holes in both objects. Select Borders in each of them and use CAP (ALT+P).
6. Now add double chamfer - select all edges, chamfer them and then again press ctrl+a and chamfer again

7. Select all faces and under smoothing groups parameters select "Auto Smooth" As we can observe shading isn't correct after auto smooth. If we want to use auto smooth we have to add some more connects.

8. Select these edges, and connect them. With this connects shading is back to normal. It should look flat, without any strange gradients.



9. Add more chamfers to the rest of the desk where necessary and repeat process on the other parts of the desk.
10. Here is the finished model with simple cylinders added.



The rest of the kitchen furniture were done in the exact same way. First create boxes, connect edges and control positioning with camera view.



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