
Organize the scene in modo with labeled objects and folders, isolate targets, and set up a support camera, hdr lighting, and studio draft renders to preview materials quickly.
Create and fine-tune materials for a planter scene in modo, applying refractive index 1.5, double-sided shading, noise textures, and subsurface scattering to the fern, pot, and flowers.
Set up marble top and wood body textures for a kitchen table in MODO, optimize UV maps, and adjust roughness and refractive index for realistic materials.
Learn to assign leather and metal materials to a chair in Modo, including black and light metal, and adjust refractive index, roughness, and texture mapping for realistic reflections.
Create a realistic wooden floor material in modo, using a reference to match texture scale, planar projection, and a multi-texture setup (gaps, bump, roughness) to control reflections and wear.
Create black and gold metals in modo with noise, bump, and roughness, starting at a refractive index of 10 and refining to 2.5, apply anisotropic reflections via a color map.
Rearrange the room geometry to group the wooden stairs and railings, apply a wooden material, and map uvs using checker textures, unwrapping and orienting faces for consistent texture projection.
Learn to UV map and texture wooden stairs in modo, align and rotate pieces, adjust scale, and use checker previews to manage seams and texture variation.
Explore creating three materials for architectural glass, frames, and pictures in Modo, including UV mapping, texture projection from view, and realistic glass with controlled transparency and reflections.
Develop refined diffuse and glossy fuse materials, including tinted glass, using presets and a 1.5 refractive index; compare HDRI and physical daylight lighting with exposure and tone mapping for renders.
Choose hybrid GI presets and final color with ambient occlusion and surface id; consolidate scene, optimize textures, adjust anti aliasing, and set camera-based resolution before rendering.
In Photoshop post-production, sharpen with a mask and color-correct using the dominant color and its inverse. Then apply ambient occlusion and contact shadows, adjust levels and curves, finalizing the render.
Hi everyone and welcome to the second volume of this interior archviz course. Really awesome to have you here and of course thank you so much for the confidence of taking this course. I´m pretty sure you will get a lot of cool techniques that I myself use in a daily basis.
In this volume we´ll work in the shading, texturing, lightning, rendering and post production of our image.
We will learn how to properly create our own materials, applying textures and recreate in the best possible way real world materials.
We´ll also learn a lot of tricks and techniques on how to create special materials, like micro-scratched metals or realistic wooden floors, we´ll discuss interesting theory about behaving of the real world materials so we can mimic them, special effects for organic shaders, such as sub surface scattering to get a natural look.
In the rendering section, we will learn about the different render presets to decide pros and cons when deciding how to render our interior scene in the best possible way, and which render outputs we will need as a support for later retouching.
Later, in the post-production stage, we´ll review a lot of useful and easy techniques to enhance our final render, from quick and easy color corrections to leveling the tones and some other special effects to get a natural look in our scene, going from this raw render to this beautiful final image.
So, have a seat and... let´s start learning.