3d studio max r2 - t3 - finishing
introduction
in this final tutorial you'll finish our simple interior, by putting some pictures on the walls and inserting your coffee-table (from tutorial 1). then we'll go for a walk through the space!
right-click on the link tut3.max and save the file. load your tutorial 2 scene,.
a picture is worth a thousand words
importing an image into max, to use as a material, is a two step process: firstly you create a material map, then you assign the material map to a material. then you can apply the material to objects in the scene!
creating a material map
click on the material editor icon, select an unused sample sphere, click on get material, in the "browse from:" section select "new", then double-click on "bitmap". back in the material editor the current sample has changed to be called (something like) "map #1" and a "bitmap parameters" roll-out will be visible below.
if you're not at unsw, right-click on the link syd18.jpg and save the file. click on the (blank) button beside the "bitmap:" label in the "bitmap parameters" roll-out, load "syd18.jpg" from the "samples\arch\3d studio max" folder on drive "resources on 'emuwater' (r:)".
assign the material map to a material click on another unused sample sphere, then click on the small blank button just to the right of the diffuse colour (in the "basic parameters" roll-out). in the "browse from:" section select "mtl editor", then "map #1 (syd18.jpg)", click "ok", and when prompted "ok" instance.
click on "go parent" icon to change the view (in the material editor) back to the material.
the image is now a new material.
every painting requires a canvas
create a box (near the 'north' wall of the living room), make the box length = 50, width = 1200, and height = 800. move the box against the north wall and raise it into position between the lights there.

this is done in the same way the timber boards were scaled in tutorial 2 - by applying a uvw map modifier to the object.
make the front view the current view, and select the box, then click on the material editor, make sure the material you've just created is selected, then click "assign material to selection".
it's also possible to "tile" an image, so that it appears more than once...
it's time for coffee...
save the scene before continuing! our living room is pretty empty at present, so let's put a coffee table up one end!
if you created a coffee table for tutorial 1, you may want to include it (instead of the one i've created), in which case, select "open" from the file menu and open your coffee table scene. select all the objects in the coffee table and then select "group" from the group menu. type "coffee table" as the name of the group and select "ok". save the scene. select "open" from the file menu and open the tutorial 3 scene.
if when merging the scene you receive a message about duplicate objects select "merge".
"coffee_table.max"
select "merge" from the file menu, then either open your coffee table from tutorial 1 or open "coffeetable.max".


if you receive a message saying "material names assigned to the merging objects are duplicates of materials in the scene" simply click "ok".
"dining_table.max"
it may be necessary to scale your coffee table, if it wasn't created using millimetres as the size unit. even if you don't need to scale the table, you will almost certainly need to move the table into position! place the coffee table at the "northern" end of the living room (near the painting).
if your dining room is looking bare you might like to insert "diningtable.max" . it's based on a model by an interior architecture student (whose name is kusnin).
let's go walkabout
to create a walk-through, we animate a camera by moving the camera between key frames or changing where the camera is looking. it is also possible to move things in addition to the camera, which would cause those objects to move during the animation.
click the animate button (at the bottom of max's window), then create a new camera located at the bottom of the balcony looking to the balcony's other (northern) end. change the bottom-right viewport to this camera.
this changes the current frame from 0 to 10.

the various camera and target positions listed here should be considered suggestions!
feel free to ignore them!!
to the right of the animate button is a text entry field with the value "0", type "10" in this field. move the camera about half way to the doors and move the camera target into the living room - near the painting or coffee table.
change the frame to 20. move the camera to just outside the doors and the target to near the "southern" end of the bookshelves.
change the frame to 30. move the camera inside the living room and locate the target so the camera is looking down the hall.
change the frame to 40. move the camera to near the steps and put the target in the middle of the dining room.
change the frame to 50. move the camera to the middle of the "hall" between the dining room and kitchen and keep the target position unchanged.
change the frame to 60. leave the camera and move the target position to the middle of the bookshelves.
change the frame to 70. leave the camera and move the target position to the coffee table.
change the frame to 80. leave the camera and move the target position to near the balcony doors.
change the frame to 90. leave the camera and move the target position further to the "south".
finally, change the frame to 100, and move the target position to near the "southern" wall.
click on the animate button to stop creating the key frames.
click in the bottom-right viewport - which should be the camera you've been moving, then click the "play animation" button. the animation will be previewed in wire-frame. while the animation is playing the button changes into a "stop animation" button - click on this when you've seen enough!
have you saved recently? if you're unhappy with any parts of the animation, fix it!!!
render animation
when you're ready if there's 45 minutes left(!), click on "render scene". max will display a dialog box! in the "time output:" section select "active time segment: 0 to 100". in the "output size" section, click on "320x240". in the "render output:" section click on the "files..." button, change the drive to "students on 'excelsior' (s:)" and select your folder. in the "list files of type:" list select "avi file (*.avi)" and then give the file a name, for example "anim1.avi" and click on "ok"! when the "video compression" dialog box is displayed select "ok". finally, click on "render", then sit back and relax!
that's the end of the story folks!