Introduction: Designing a 4 Room House in 3ds Max

Hi! Welcome to a tutorial on how I designed my house in 3ds Max. In this tutorial you will learn some ways to improve the designs of your 3d builds and ways to make them more realistic.

Warning: This tutorial is not for beginners, you need a decent grip of how to use the program before attempting this.

Supplies

-3Ds max software on a computer

-A mouse for your computer(not necessary just recommended)

Step 1: Designing the Walls and Holes for the Doors

For your house you need to start with a base floor, walls, and your basic front and back door. On the right side of your screen you should see a list of various shapes. Select box and drag while clicking across the whole grid. When you stop clicking it should allow you to move up and down to select how thick you want your floors. This same idea will apply to the walls as well. Simply drag the box around a side of the floors and choose how tall you want it.If you mess up just press ctrl z. Now the tricky part comes, select the wall you want for your front door. Once selected click the button directly to the right of the plus button. This should be at the top of the column on the right. The button should look like an ark shape going through a box. Once you've selected it you should see the name box pop up as well as something called modifier list. If these don't pop up make sure you have selected the wall. Now look to your main window on the bottom right were you've been placing your walls and floors through. Something on your screen should say default shading, click on it and turn edged faces on. Back on your column scroll down to the area labeled parameters and change the length width and height. You should see them changing in your window. Mine were 1 length,10 width, and 7 height. Now go to the top and click modifier list. Once the list pops up scroll down to something called edit mesh. On your screen you should see 5 blue options under selection. Pick the one labeled polygon. Now select the boxes you would like to delete out of your wall to make space for your door. Once you have them selected (or just one) scroll down on the side column until you see the word delete. Click it and the sections you selected should disappear. If you see black through your wall it means you still have o delete the boxes on the other side of the wall as well. Delete all the sections you want for any area you want a door.

Step 2: Doors

For your doors you need to return to the plus symbol. Then click box and make a door shape. After make a cylinder that is just below the full height of the door line the cylinder up against the door shape to look like a hinge. Once they are "together", look in the top left corner for the select and link button. it should be next to the back arrows. Click it and select the cylinder then drag the line to the door. They are now linked. Anything you do to the cylinder will happen to the door part. So now if you rotate the cylinder the door will move as well.

Step 3: Bathroom

The bathroom was a bit tricky, everything but the shower rod and curtain had to be made with editing the vertexes. I first took a box and create a very thin floor over my base. At the top I used the material editor and made a standard tab as well as a checkers tab. After I connected the checkers tab dot to the diffuse dot on the standard one. I edited the number of tiles in the tiles tab and attached the color to my floor using the assign material to selection button at the top of the material editor. Then to show the tiles I had to do the extra step of clicking show shaded material in viewport.For my bathtub, sink,shower head, and toilet I made a basic shape from the shape selection. Then I switched to the second tab in the right column with the arc going through the box. In that tab I clicked modifier list and chose edit mesh like for the doors. But this time click edit vertexes instead of polygon. Make sure ignore backfacing is selected and select the vertexes tab. Similar to before make sure your edged faces are on and your shape has the parameters you want. If you forgot how to do this just see step 1. For the bathtub I just folded the middle down to create the carved out area in the middle. I did the same for the sink but I also pulled some of it down. I also added another modifier to make it more round called mesh smooth. This should only be applied after you are done editing vertexes. It can be found in the modifier list. The towel holder was just a box with pulled back sides. The toilet was a very pulled apart box. Feel free to freestyle and make your own shapes to make things.

Step 4: Kitchen

In the kitchen I couldn't find a great way to do the cabinets as one so I used the grouping feature in the very top row to group the 3 parts in the cabinets together. The island is a box that has been mesh edited and has a marble material on it that can be found and applied the same way as the checkers pattern. The fridge and oven are both mesh edited boxes to give them the curves and designs they have in real life. The fridge handles are just black because they didn't look good pulled out so I pushed them around until the program hid the material and made them black.

Step 5: Dining Room

In the dining room everything has been mesh edited. The plates started a spheres and were flattened using the edits and soft selection that can be found in the mesh edit column. It helps cover more of the circle and move the whole thing when flattened. The silverware was made from boxes that had both had the bottoms pushed in. For the fork I took individual points and brought them down the create the spike. For the spoon I made the divoit and rotated the tip. For these I turned ignore backfacing off so that I could grab the front and back vertexes. The table was a box that had all 4 corners pulled down for table legs. The chairs were made like the tables but I also brought up the back vertexes to make the back of the chair. I also selected all of the vertexes on the back of the chair and rotated them to give it a more realistic look.

Step 6: Living Room

The living room was by far the easiest room,both the couch and chair were made the same way as the dining room chairs but you simply leave them thicker and apply the mesh smooth to both of them to make them seem more comfy rather then stiff like the chair. I also gave them a regular color rather then something fancy because it also makes them look more comfy rather then fancy. The tv was made of three separate things since I think it looks better this way. The tv piece is just a black box same goes for the stand and holder for it. They are just boxes. I did not group them since they are not going to move in the animation im making but if you want them to move together I suggest grouping them. Just select the pieces you want to group, go to the top right and select group, then group again.

Step 7: Bedroom

The bedroom has a mix of all the things we have gone over, It has materials, mesh editing, and grouping. For the bed I used mesh editing on a rectangle to make the bed frame as well as the shapes of the pillows. For the cover I just used a regular box with a different color. The dresser was made like the cabinets but I edited legs like the table. Then there is the closet. I decide to make mine open since my house is a house for one, kinda an apartment. I made another wall for the side and turned a cylinder sideways like in the bathroom. The shirt and pants were made in the mesh editor feature we have been using. Instead of making a bunch of them I just copy and pasted them. To do this click on the shirt and go to the move tool. Hold down shift while you move the shirt and click okay when the copie message pops up. Then just change the color of the shirt and pants or whatever you make and line them up on the rack.

Step 8: Lights

If your doing an animation there is a chance that when it renders out it will be extremely bright. So in mine I used lights to make sure you could see the whole house. Lights are located in the same row the original shapes are in. It should be nexts to tabs called shapes and camera once you click it choose free light and add them over each room in your house. Then check the lighting by rendering it as an image to just check a frame. If your lights are to bright try getting rid of one. If this doesn't work click the light and go back to the arc tab on the right were you get to edit mesh. In this row scroll down to Light properties and lower the target distance. You can also enable shadows from here if you want if you scroll down one more. Thanks for read