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 3dteacheronline.com
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