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This course is perfect for anyone that wants to learn the quickest way to make high end images that sell, win awards and get published in international magazines. These are the exact steps I have used when working with world famous companies and featured in countless international publications.
Whether you're an Interior Designer, Architect, 3D Generalist, 3D Visualisation Artist, 3D Artist, 3Ds Max User or just want to be able to make world class 3D renders - this course will help you make better 3D images.
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- What scripts to use speed up workflow
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10 PRIVATE JETS, 15 SUPER YACHTS, 11 AWARDS, 85 + PUBLICATIONS, 3D ARTIST MAGAZINE EXPERT PANEL
These are just a few projects I have worked on, not to mention the hotels, cars, apartments and homes. I have spent the last 10 years figuring out how to make world class renders. I did this through a Bachelors and a Masters of Arts from Universities in the UK, working for some of the best design teams in places like Monaco, USA and UK. You can get all my knowledge . Seriously, I will teach you the most important things that will get you making remarkable 3D images.
Great Reviews Already!
"After finishing this course i feel very confident working with VRAY. It just takes like 90 minutes but i learned so so much about render setup, materials, etc. So I absolutely recommend this course to anyone who wants to get started with VRAY!"
- Pascal Bürkle
"Fast no BS. Quick to the point!"
- Joonas Tähtinen
"Straight to the point from someone at the top of their game. Look no further, this is the one!"
- Donnie Todd
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The lessons are meant to teach you how to think like a 3D Visualisation Artist. 3ds Max is a robust tool that is capable of creating almost any 3d graphics out there. Don't be intimidated, you will learn everything you need to know to create photo realistic renders and then apply slick post production in Photoshop. All of this in under 90 minutes!
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After the last lesson you should have something that looks like this. Normally you will have a brief from the client but it is always a good idea to base your image off of some reference images. Even if it is just for a general feel.
Using Pintrest I found this image to base our design off of.
Next thing we want to do is go about getting the furniture. A few years ago we would have to model everything from scracth but lucky we now have access to many great libraries. In the resources there is a PDF called Websites. In here you will find a list of websites for furniture, props and materials.
My personal favourite is 3D Sky. The models are very affordable at around $6 a model and they also have some great free models to.
You can search on here for the models you need.
Don’t worry to much about the materials on the objects as you can change them later.
I like this bed here. I’ll continue to go through 3d Sky to find elements I want to use in my scene.
So all in all these models cost $18 compared to a day or two of modelling, it makes sense if you look at your day rate.
Once you have all the models you want for the scene, use the technique shown in the last lesson to import them into your scene.
Open up each scene with you downloaded. Any warnings that pop up just hit ok. We will relink the textures later.
Import each object and put into place. Move the accessoriesto either side.
One last thing is that there are lights in the spot lights which we can delete. Ungroup and delete them. Do the same on the lamp.You can then close all the groups. Also select the bulb material in the side lights using the Material picker and change this to 1 and compensate camera exposure.
So in this lesson we have found reference images on Pinterest, found and downloaded models. Imported and placed models in the scene.
I created a downloadable scene called Windows Doors and Curtains
Lets open the scene and use Copitor to get them into are Master Scene.
Lets move them into place.
If you want to use this in other scenes you can resize it using ffd modifiers. The windows can also be modified to fit.
Lets move them into place.
Adding coving. Lets create a line - create - shape - line draw around the room, avoiding the door. Once that's done move it down to the floor. Add a sweep modifier change it to bar, height to 12cm and width to 1 cm and move the pivot to the bottom left.
Now we will use an awesome plugin called by CG Source. Go to
You will need to log in its free.
Once logged in download
Multi Texture Map
Floor Generator and
Now open up the files in your downloads and extract them.
Lets start with Multi texture.
Select your version of 3ds Max, so in my case I am using 2016. I will right click and copy that into the plugins folder with is located in C:\Program Files\Autodesk\3ds Max 2016\plugins
Next up Floor Generator goes in the same place so select 2016 and paste it in the plugins folder.
Lets save our scene and reopen to load the new plugins.
Using the light bulb in the bottom toolbar we can isolate just the walls and floor.
Now what we want to do is create a rectangle spline. Go to Create Shapes and Rectangle.
Make sure snaps is on hit T to go to top view and create a rectangle the size of the room. Then in the front view (F) align the new rectangle with the floor.
F3 will make the viewport change to wireframe. Now with the rectangle selected add the Floor Generator modifier. In here we can change the Width to 15cm and Length to 600cm
Looking good, now we have the floor in we will need to move everything that was on the floor up a little. Lets do this in the left view.
In this lesson we have installed 2 plugins and made our wooden floor. Next up we will look at adding a camera and lights.
First thing we are going to do is add a Vray Camera. Generally I like to add cameras around 1.4metres high. Go to the top view and go to Create cameras Physical.
I draw a box of around 1.4m high and in the left view move it in line. Then select the camera Right click and Select Target. Hold Ctrl and Select the Camera again. This way we move the Camera target as well as the Camera.
Move it up and delete the box. Hit C to view what the camera can see. In the top left you can select camera. Lets use the navigation in the bottom left to get a nice angle. About now is a good time to decide on the dimension of the image. Lets go for 1920x1080 for now.
Go to render set up and change this. Then Shift F will show the framing. Lucky as we are working in 3D we can move through walls so lets go to the top view, F3. Then in the camera settings - Misc, enable clipping planes.
When we scroll up and down you will see a red line appear that is where we will clip through. If it is not moving quick enough hold Ctrl whilst scrolling. You can see the effect here in the camera view. I like to get diagonals to corners.
Also in Perspective Control turn on Auto Vertical Tilt Correction.This will make sure all your Verts are straight and make the image look a lot nicer. Also in Exposure Hit Install Exposure Control
Nice now lets light our scene. In the top view lets Create a Vray Light anywhere and change it to Dome.
Lets go to Noemotion Day and download the HDRI.
Back in Max change the res to 1024 and samples to 30 and in options change to invisible this will hide the the hdr so we can add a background image.
Open the Material Editor (M) Get Material - Maps and Vray HDRI.
Extract the HDRI from the zip and load it into the Bitmap slot. Change the mapping to Spherical. The overall multipler to 1.5 and bring the inverse gamma down to 0.65. Drag and instance this material into the Texture slot in the light.
The HDRI will be our main environment light. This is key and the first step in lighting a scene.
Now lets add a couple of spot lights to the lamps. Create Light VrayLight and change it to sphere. Multpler of 15, Temp 3900, radius to 3.5, subdivs 32, invisible. In the top view lets move the light into position. And then Instance it over to the over light by holding Shift when you move the Light.
The difference between an instance and a copy is that and instance will copy the settings of the other intances.
So lets make a copy and put it on the lamp and bring down the multiplier to
For testing it is best to hide all the furniture for testing. Right Click and hide selected the furniture.
In the resources you should find the PREVIEW Render Settings file. Close the material editor and hit F10 to open up the render settings. Load up the Preview Settings and hit ok.
In here we have an override material on, this means everything in the scene will be rendered with a basic material on. We do need to exclude the glass from this so we allow light in through it. Do do this lets go to exclude and select the glass.
Now lets hit F9 to render. So we can see now that it’s quite dark so lets bring the Target Exposure down to 3. That's looking pretty good.
We have been through a lot in this lesson. But made good progress. We have Added a camera, a HDRI light and rendered a preview image. Next up lets start looking at materials.
In this video I will show you how to create basic materials in 3ds Max.
In this video I will show you how to use the UVW Map modifier in 3ds Max.
In this video I will show you how to use Multi Sub Objects in 3ds Max. This will let you add more than one material to a single object.
It is important to keep everything in one place and organised. To do this we are going to use a script called Relink Bitmaps
This will relink all the missing textures to the materials. This will mean the materials will render correctly. Once we have relinked the textures will will put them all into one file so we stay organised.
To start off lets download the latest Relink Bitmaps script. Add we can just drag and drop this into the viewport. Then we go to customise and drag it onto the toolbar when you open it you can hit ok and you will see the list of missing textures.
Most of these textures will be in your download folder on your computer so lets navigate there and make sure we tick on use sub folders. This should find all you missing textures. Next up we will go over to Utilities and hit more and select Resource Collector.
This will move all the textures to one place so lets move them to where you have been saving your scene. Make sure to tick on update materials and select the folder you want the textures to be. And hit begin. It might take a little while. You can see all the textures are now in one folder.
Now lets go to the Vray Settings and turn off the material override and see where we are. If the image is rendering dark you may need to turn on this SRGB button. We will work on this later.
Its starting to look good, but we are missing some materials. I have pre made the materials we will need for the rest of the scene using the techniques I described in the basic materials class. Hit M go to Get Material and open material libary. Change to max and load up Materials.max
If you right click you can make these thumbnails bigger. Now double click to add the material to a new slot.
Add the White Paint to the Walls. With the material selected and the object hit Assign Material Selection. Wall and ceiling. To make the feature wall lets select the faces we want the map to be shown on and detach them in the edit poly. Apply the Wall paper material and then add a UVW map modifier. Change the alignment to Y. If you hit 1 you will be able to manipulate the UVW Map. Lets rotate 180.
I noticed that some of the pictures are missing from the frames you can load these by going to folder you downloaded and drag and drop them into the bitmap slot in the material editor.
Wood Floor Material. So if we apply the wood floor material you will notice we are missing the texture. lets go over to this great making of by Vizcon and download the wood planks he has been kind enough to give away.
Manage Textures and add the wood by Ctrl A and OK.
I think the wood should be darker. We can do this by adding a composite, duplicate it and put it on multiple and maybe we duplicate it again.
In this lesson we have applied materials and now we are ready to send our final render.
Load up the Final Render preset and change the paths in frame buffer to your Project folder and hit render. This image took around 1 hour 20 mins on my laptop
One of the last things to do is create a Render Mask, lets download Render Mask Plugin from Script Spot and install it. Restart Max and open up the scene again.
Customise RenderMask, Ctrl A and open rendermask, go to the wire colour tool and hit random, then chose render colour and render. Save this out and call it render mask. Lets also render out an AO with a radius of 10 and 32 subdivs. Save this as AO.
Well done you have created a pretty decent render, now lets see how we can add the finishing touches in photoshop.
Lets take a look at finishing off your render. Open up the render.RGB_color. First thing I would do is Duplicate the layer with Ctrl J and change it to a smart object. Smart objects are really useful if you need to update your render later
Color Balance -12 Cyan
Levels 10 0.92 229
Drag your Render Mask on next. In view you can turn on snaps to make putting the layers on top easier so they align.
Using the render mask with the magic wand tool we can now select certain areas. Be sure to have contagies off and tolerance to around 8.
Diffuse on soft light at 50% and paint out areas with a mask. Glass etc. RC with brush selected and chose a soft brush. Black will remove. I think this makes the image pop a little.
Next up to add some depth lets add the Vray Extra Tex. On a multiply at 33% and paint out un need areas.
Next Vray Lighting with has come in a bit noisey so we can use a reduce noise 10 , 0. Soft Light around 10% and paint out un needed
Vray Refelction -Soft Light 55%. Paint out
Vray Specular - Screen - 58%
Color Look up filmstock_50 - foggy night 25%, use gradients from the outside
Exposure +0.50 and paint out window.
Sheers, Select and Levels
Looks good drop in and resize, hold shift. Put to back and mask orginal. Exposure and effect only below. +0.72 Gamma 3.53.
Ctrl J and E
Auto Color at 50% (shift F)
Convert to Smart Object
Filter, Camera Raw Filter
-2, 0 , +10, -8, +6, +9, -10, +4, +19, -3, -5
Down to 70%
One last thing the bed head more blue witha color balance.
Save and Save as .jpg
3D Visualisation Render Artist - 3ds Max, Vray and Photoshop
My name is Jake and I have been blessed to have worked on extraordinary projects with the worlds best design teams. From Super Yachts in Monaco to Private Jets and Luxury Apartments in London.
10 PRIVATE JETS, 15 SUPER YACHTS, 11 AWARDS, 85 + PUBLICATIONS, 3D ARTIST MAGAZINE EXPERT PANEL.
This is just a few projects I have worked on, not to mention the hotels, cars, apartments and homes. I have spent the last 10 years figuring out how to make world class renders. I did this through a Bachelors and a Masters of Arts from Universities in the UK, working for some of the best design teams in places like Monaco, USA and UK. You can get all my knowledge. Seriously, I will teach you the most important things that will get you making remarkable 3D images.
3D Visualisation and Rendering Artist with over 10 years of experience and an MA in Design.
Work produced has been the starting point for some of the most luxurious vehicles on earth.
Working with international design teams in the UK, USA and Monaco for top end clients.
Production of high-quality 3D visualisation of interiors, exteriors and vehicles.
Featured in many international publications including The Financial Times, The New York Times and Boat International. Two Creative Innovation Awards and inclusion in Expose.
Specialist in 3ds Max, Vray, Corona and Photoshop.
3D Artist Magazine expert panel.
Great Reviews Already!
"After finishing this course i feel very confident working vith VRAY. It just takes like 90 minutes but i learned so so much about render setup, materials, etc. So I absolutely recommend this course to anyone who wants to get started with VRAY!" - Pascal Bürkle
"Fast no BS. Quick to the point!" - Joonas Tähtinen
"Straight to the point from someone at the top of their game. Look no further, this is the one!" - Donnie Todd