Tavern Interior

TAVERN INTERIOR
MODELING THE PROPS
1. To create a real-word size environment, create an object in your scene that will serve as your
reference. In this case, I have used a Biped system. I have set the Biped’s height to 6 feet. I used
this to make sure that everything I create is proportion to a 6 foot man.
TAVERN INTERIOR
2. The walls, ceiling, and floor are just all parts of a Box geometry. Use your Biped as a
reference as to how much space you want for your scene. If you render the box, you won’t see
the polygons from
the inside. To fix
this, add a Normal
Modifier.
3. The counter of
the tavern have
been created using
boxes. I made sure
to chamfer the
edges to achieve
nice highlights
when the light hits
it later on.
TAVERN INTERIOR
4. To create the barrel
and the bottle, I
started out with a
cylinder. I used the
Scale tool and extrude
tools to get the shape
down.
5. To create the cup, once again I used a cylinder
and just deleted the top face. Then I added the
Shell modifier to add thickness.
TAVERN INTERIOR
6. For the lantern, I used a cylinder and made a separate piece out of it. You can duplicate faces
by holding the shift key
and using the move
tool. Then just add a
Shell modifier for
thickness.
7. The stool is just made out of cylinders put
together.
TAVERN INTERIOR
TEXTURING THE OBJECTS
8. You will need 3 textures and find them in the internet:
-Stone texture seamless (this is for the wall and ground)
-Wood plank seamless (you need two of these, one for the counter and shelf, and one for the
barrel and stool.
9. For the bottle, use a mental
ray Glass physical material.
ADD BUMP MAPS
10. So that your textures don’t
look flat, don’t forget to add the
bump maps for the stone and
wood planks.
TAVERN INTERIOR
GRADIENT MAP FOR THE
LANTERN
11. To give the lantern a
nice glow effect, add a
gradient map to its material:
TAVERN INTERIOR
LIGHTING THE SCENE
12. For each of the lamp there is an omni light in front of it. Turn on Far Attenuation so that you
can have control on how far the light will travel. You can also adjust the color and Multiplier so
that you have a warm color for your lantern.
13. If you render your scene right now, you will see that the entire place is too dark. You will
need to add another omni light which will act as a fill light to fill the environment with more
illumination. Make sure that you turn off Far Attenuation for your fill light. The fill light should
also have a lower value in its Multiplier than the main light source (which is the lantern).
TAVERN INTERIOR
14. Render out your scene. If you need to make more adjustments with the light settings to set
the mood that you like, feel free to do so. Once you are happy with it, upload the jpeg render to
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