Model, Texture, and Render a Bathroom Interior Design with Maya – Day 1

Modeling and rendering of interiors is used in a great variety of industries, and creating result that is suitable for these big markets is a very big challenge. In this tutorial you will learn how to model, texture, and render an interior design of a bathroom using Maya. The modeling of the bathroom will be achieved using polygons, NURBS, and paint effects. The rendering process will be done with Mental Ray, using techniques that will quickly give you a photorealistic result.

This tutorial is Day 1 in a series – Go to Day 2

Final Effect Preview

Tutorial Details


  • Software: Maya 2009

  • Difficulty: Beginner/ Intermediate

  • Estimated Completion Time: Approximately 1 – 2 hours

  • Hardware/ Software Requirements : Windows 2000-XP or Mac OSX 10.5 (or newer); PIII and higher or Intel Macintosh; 1G RAM

    Step 1

    Go to “Create > CV Curve”.

    Step 2

    Press the space bar and change to the side view camera.

    Step 3

    Create a curve with the same shape as in the image. Note: The curve needs to be created from bottom to top.

    Step 4

    Switch back to perspective view, go to “Create > Polygonal Primitives > Cube”, and create a cube.

    Step 5

    The cube needs to be at the bottom of the curve.

    Step 6

    Select the back face of the cube and THEN the curve. Note: The order of selection is crucial.

    Step 7

    With the selection still active, go to “Edit Mesh > Extrude (option box)” under the “Polygons” menu.

    Step 8

    Inside the option box, change the “Divisions” to 20 and click on “Extrude”.

    Step 9

    A polygonal object with the shape as the curve should be created (see image).

    Step 10

    The object has very sharp edges which create an unrealistic look. To solve that problem, select all of the edges you want to smooth.

    Step 11

    Under the “Polygons” menu, go to “Edit Mesh > Bevel (option box)”.

    Step 12

    Inside the option box, change the “Segments” to 3 and the “Width” to a value that works for you (in my case 0.1500), then click “Bevel”.

    Step 13

    When the option box closes you will see all of the edges that you selected become nice and smooth.

    Step 14

    Now you need to create the light. Under the “Polygons” menu, go to “Edit Mesh > Insert Edge Loop Tool”.

    Step 15

    Create 2 edges around the object.

    Step 16

    Select all of the faces between the edges you created.

    Step 17

    With those faces selected, go to “Edit Mesh > Extrude”.

    Step 18

    Extrude the faces to the inside of the object.

    Step 19

    With these past steps you created a division for the light. Now you only need to extract the geometry on top of the object.

    Step 20

    Select all of the faces you want to extract.

    Step 21

    Under the “Polygons” menu, go to “Mesh > Extract”.

    Step 22

    Now you will have 2 different objects.

    Step 23

    Now, because you won´t be editing more geometry on this object, you can press ‘3′ on the keyboard to smooth the polygons.

    Step 24

    This is what you should have so far. All the main outside shapes of the furniture.

    Step 25

    Select the vertexes at the bottom of the object and move them inward. This will make the bottom part of the object smaller.

    Step 26

    If you look at the image below you will see the difference.

    Step 27

    Now you need to extract the mirror so you can add a different shader to it. Select all of the faces you want to extract.

    Step 28

    Under the “Polygons” menu, go to “Mesh > Extract”.

    Step 29

    At this point of the tutorial you should have 3 separate pieces of geometry.

    Step 30

    Under the “Polygons” menu, go to “Create > Polygons Primitives > Cube”.

    Step 31

    Create a cube and position it.

    Step 32

    You need to smooth the outer edges of the cube. Select all of the edges you want to smooth.

    Step 33

    Under the “Polygons” menu, go to “Edit Mesh > Bevel (option box)”.

    Step 34

    Inside the option box change the “Width” value to 0.1500 (this value can vary depending on the size of your scene) and the “Segments” to 3, then press “Bevel”.

    Step 35

    If you look closely at the edges you will see how nice they look.

    Step 36

    Let’s pretend you did a mistake with the Bevel values, you don´t need to go back, only go to the “Attributes Editor” and modify the values (changes will be seen in real time) .

    Step 37

    Go to “Create > Polygons Primitives > Cube”.

    Step 38

    Create a cube beneath the table you created earlier.

    Step 39

    With the cube selected go to “Edit Mesh > Insert Edge Loop Tool”, under the “Polygons” menu,.

    Step 40

    Create an edge at the first third of the cube.

    Step 41

    Select the small face that was created as a result of the edge loop.

    Step 42

    With that face still selected, go to “Edit Mesh > Extrude (option box), under the “Polygons” menu.

    Step 43

    Inside the option box, change the “Divisions” value to 1 and click on “Extrude”.

    Step 44

    Extrude the face just a bit outside of the cube.

    Step 45

    With the face still selected go to “Edit Mesh > Extrude”, under the “Polygons” menu,.

    Step 46

    Extrude the size of the face to make it smaller.

    Step 47

    Again with the face still selected, go to “Edit Mesh > Extrude”.

    Step 48

    Extrude the face a very short distance to the inside of the cube.

    Step 49

    This is what you should have so far.

    Step 50

    Select the drawer you created before, and go to “Edit > Duplicate”.

    Step 51

    Move the copy just beneath the original drawer.

    Step 52

    For this copy of the drawer you only need a section of it. Select all of the faces you want to delete.

    Step 53

    Go to “Edit > Delete”.

    Step 54

    Select the remaining section of the drawer, and inside the view menu, go to “Show > Isolate Select > View Selected”.

    Step 55

    Now that we can only see the drawer we can work better with it.

    Step 56

    As you can see, the drawer has a missing a face that you need to add. Select all of the edges that are connected with the missing face.

    Step 57

    Under the “Polygons” menu, go to “Mesh > Fill Hole”.

    Step 58

    Now the missing face has been added to the drawer.

    Step 59

    To see the whole scene, select the drawer, and under the view menu, go to “Show > Isolate Select > View Selected”.

    Step 60

    Now we have 2 drawers, and we have space for one more.

    Step 61

    Select the last drawer, and go to “Edit > Duplicate”.

    Step 62

    Position the copy beneath the last drawer.

    Step 63

    The last drawer is visible from the back of the object.

    Step 64

    Select the 2 vertexes that go out of the geometry.

    Step 65

    Move them inward with the move tool.

    Step 66

    Now you need to smooth the edges of your drawers, so start selecting the top drawer.

    Step 67

    To work better with it, isolate it using the same process as before.

    Step 68

    Now you should be looking at only one drawer.

    Step 69

    Select all of the edges you want to smooth.

    Step 70

    Under the “Polygons” menu, go to “Edit Mesh > Bevel (option box)”.

    Step 71

    Inside the option box, change the “Width” value to 0.6000 (this value will be different depending on the size of your scene) and the “Segments” to 3, then press “Bevel”.

    Step 72

    The edges of the drawer should look nice and smooth now.

    Step 73

    Select the drawer, and under the view menu, go to “Show > Isolate Select > View Selected”.

    Step 74

    Now that all of the scene is visible, select the middle drawer.

    Step 75

    Under the view menu, go to “Show > Isolate Select > View Selected”.

    Step 76

    Select all of the edges you want to smooth.

    Step 77

    Under the “Polygons” menu, go to “Edit Mesh > Bevel”.

    Step 78

    Now that the edges look nice, select the drawer.

    Step 79

    Under the view menu, go to “Show > Isolate Select > View Selected”.

    Step 80

    Now repeat the process for the last drawer.

    Step 81

    When you finish, the scene should look like this.

    Step 82

    Go to “Create > NURBS Primitives > Circle”.

    Step 83

    Change to the front view, and create a circle at the middle of the first drawer.

    Step 84

    Move the circle to the left just a bit.

    Step 85

    Go to “Create > CV Curve Tool”.

    Step 86

    Switch to the top view.

    Step 87

    Create a curve starting in the middle of the circle.

    Step 88

    This is what you should have.

    Step 89

    Select the circle and then the curve. Note: The order of selection is very important.

    Step 90

    With the selection still active, go to “Surfaces > Extrude”, under the “Surfaces” menu.

    Step 91

    Select the NURBS object and move it inside the drawer just enough to hide the edges of the object.

    Step 92

    This is what you should be looking at. If you look closely you will see that it looks very low-res.

    Step 93

    Create some isoparms along the object.

    Step 94

    At the “Surfaces” menu, go to “Edit NURBS > Insert Isoparms”.

    Step 95

    Now the NURBS object should be smooth along the curves.

    Step 96

    Select the object, and go to “Edit > Duplicate”.

    Step 97

    Duplicate it 2 times, and move the copies to each of the 3 drawers.

    Step 98

    Go to “Window > Outliner”.

    Step 99

    The outliner will a list of all of the objects in the scene.

    Step 100

    Organize the list and add names to each of your objects. Now that the scene is organized you can close the outliner.

    Step 101

    Switch to the front view..

    Step 102

    Go to “Create > CV Curve Tool”.

    Step 103

    Create a curve like the one in the image below.

    Step 104

    Select the curve.

    Step 105

    Under the “Surfaces” menu, go to “Surface > Revolve”.

    Step 106

    The curve should be revolved, but probably with a wrong pivot position.

    Step 107

    To change the position of the pivot, go to the “Attributes Editor” of the object, and under the revolve tab, change the “Pivot” values.

    Step 108

    Remember to leave a hole for the water to flow from.

    Step 109

    With the object selected, go to “Modify > Center Pivot”. This will position the tools in the middle of the object instead of being far away.

    Step 110

    Here you can see the move tool at the middle of the object.

    Step 111

    Position the object and scale it to make it oval shaped instead of a perfect circle.

    Step 112

    Now you need to create a hole for the object to fit into.

    Step 113

    Change to the top view.

    Step 114

    Go to “Create > Polygons Primitives > Cylinder”.

    Step 115

    Create a cylinder and shape it to match the shape of the object you created before.

    Step 116

    Position the cylinder.

    Step 117

    Select the cylinder and then the table. Note: The order of selection is very important.

    Step 118

    With the selection still active, go to “Mesh > Booleans > Difference”, under the “Polygons” menu.

    Step 119

    Now you should have a big hole, but it’s probably blocked by the top face of the first drawer.

    Step 120

    Select the top face of the first drawer.

    Step 121

    Go to “Edit > Delete”.

    Step 122

    Now everything should be fine.

    Step 123

    Change to the top view.

    Step 124

    Go to “Create > NURBS Primitives > Circle.

    Step 125

    Create a circle were you want to start the object.

    Step 126

    Change to the side view.

    Step 127

    Go to “Create > CV Curve Tool”.

    Step 128

    Create a curve just like the one in the image below.

    Step 129

    Select the circle and then the curve. Note: The order of selection is very important.

    Step 130

    With the selection still active, go to “Surfaces > Extrude”, under the “Surfaces” menu.

    Step 131

    Now you should have a NURBS object that looks low res.

    Step 132

    To smooth the object, insert a few isoparms along the object.

    Step 133

    Under the “Surfaces” menu, go to “Edit NURBS > Insert Isoparms”.

    Step 134

    With these extra isoparms the object should look smooth.

    Step 135

    Move to the end of the object and add 1 isoparm almost at the edge.

    Step 136

    Under the “Surfaces” menu, go to “Edit NURBS > Insert Isoparms”.

    Step 137

    Look at the image below to see if you inserted the isoparm in the correct position.

    Step 138

    Select the vertexes at the end of the object.

    Step 139

    Scale them to the inside of the object to add thickness.

    Step 140

    This is what it should look like.

    Step 141

    Go to “Create > Polygons Primitives > Pipe”.

    Step 142

    Create a pipe and position it.

    Step 143

    Select all of the edges that you want to smooth.

    Step 144

    With those edges selected, go to “Edit Mesh > Bevel”, under the “Polygons” menu.

    Step 145

    The object looks really bad now.

    Step 146

    Move the object so you can see it completely.

    Step 147

    Select all of the edges from the bottom of the object.

    Step 148

    With those edges selected, go to “Edit Mesh > Bevel”, under the “Polygons” menu.

    Step 149

    Press number 3 on the keyboard and you should see a nice and smooth object.

    Step 150

    Move it back into place.

    Step 151

    With the object selected, go to “Edit > Duplicate”.

    Step 152

    Move and scale the copy to create a nice shape below the original object.

    Step 153

    Duplicate it again, and position it at the end of the object.

    Step 154

    This is what you should have so far.

    Step 155

    Change to the side view.

    Step 156

    Go to “Create > NURBS Primitives > Circle”.

    Step 157

    Position the circle at the side of the NURBS object.

    Step 158

    Separate the circle from the NURBS object.

    Step 159

    See the image below for reference.

    Step 160

    Select the NURBS object and then the circle (the order of selection is very important). Note: You need to be looking though the side view in order for the next steps to work.

    Step 161

    With the selection still active, go to “Edit NURBS > Project Curve on Surface”, under the “Surfaces” menu.

    Step 162

    Now you should have a circle over the surface of the NURBS object.

    Step 163

    With the object selected, go to “Edit NURBS > Trim Tool”, under the “Surfaces” menu.

    Step 164

    With the tool active, go to its settings (on the right side of the screen), and change the “Selected State” to “Discard”.

    Step 165

    In the active view you will see some wireframes. Click on the wireframe that corresponds to the surface of the circle. A yellow diamond should appear on top of the surface you selected. Press enter on the keyboard.

    Step 166

    The NURBS object should now have a hole.

    Step 167

    Select the polygonal object you created earlier.

    Step 168

    Duplicate it.

    Step 169

    Move, rotate, and scale the copy to fit inside the hole of the NURBS object.

    Step 170

    You should leave a small margin between the object and the NURBS object. This will make shadows possible.

    Step 171

    Go to “Create > Polygon Primitives > Cylinder”.

    Step 172

    This is the approximate size the cylinder should be.

    Step 173

    Position, scale, and rotate the object to fit inside the other object you created earlier.

    Step 174

    Select the edges at the end of the object.

    Step 175

    Under the “Polygons” menu, go to “Edit Mesh > Bevel (option box)”.

    Step 176

    Inside the option box, change the “Width” value to 0.0900 (this value depends on the size of your scene), then click on “Bevel”.

    Step 177

    The object should have a bevel, but it will look worse than before.

    Step 178

    Select the object, and go to its “Attributes Editor”. Inside the Bevel tab, change the “Smoothing Angle” to 100. This step will make the object look smooth at the edges.

    Step 179

    Go to “Create > Polygon Primitives > Pipe”.

    Step 180

    Create a pipe, move, scale, and rotate it so that the object you created before fits inside it.

    Step 181

    Select all of the edges you want to smooth.

    Step 182

    Under the “Polygons” menu, go to “Edit Mesh > Bevel (option box)”.

    Step 183

    Inside the option box, change the “Width” value to 0.390 (this value depends on the size of your scene) and click on “Bevel”.

    Step 184

    Make sure that your object is beveled.

    Step 185

    Select one face from the front of the object.

    Step 186

    Under the “Polygons” menu, go to “Edit Mesh > Extrude (option box)”.

    Step 187

    Inside the option box, make sure the “Divisions” are set to 1, and click on “Extrude”.

    Step 188

    Extrude the object as shown.

    Step 189

    Without deselecting the face, go to “Edit Mesh > Extrude”.

    Step 190

    Extrude the face less than before and scale it.

    Step 191

    Without deselecting the face, go once more to “Edit Mesh > Extrude”.

    Step 192

    Extrude the face and leave it the same size.

    Step 193

    This is what you should have. Now you only need to smooth the shape.

    Step 194

    Under the “Polygons” menu, go to “Edit Mesh > Insert Edge Loop Tool”.

    Step 195

    Create some edge loops in locations where you want to maintain the shape of the object.

    Step 196

    When you are finished, press number 3 on the keyboard, and watch how your object looks nice and smooth.

    Step 197

    This is how your scene should look at this step of the tutorial.

    Step 198

    Go to “Window > General Editors > Visor”.

    Step 199

    Inside the “Visor” window, go to the “Paint Effects” tab, and scroll down to the “plantsMesh” folder.

    Step 200

    Inside that folder, select the “rubberPlantPotted…”.

    Step 201

    Zoom in close to the floor (the plant is going to be small).

    Step 202

    Click and drag until the plant is half completed.

    Step 203

    Release the click, and you will see the plant grow to its final shape.

    Step 204

    Select the plant and go to “Modify > Center Pivot”.

    Step 205

    Now you will see the tools right in the middle of the plant.

    Step 206

    Move and scale the plant to put it in the right place.

    Step 207

    Select the plant.

    Step 208

    Go to “Modify > Convert > Paint Effects to Polygons”.

    Step 209

    Now your plant is a polygonal object.

    Step 210

    Select all objects of the plant, and press number 3 on the keyboard to smooth its geometry.

    Step 211

    This is how it should look.

    Step 212

    Wireframe of the scene.

    Step 213

    Now you need to create the wall and floor. Go to “Create > Polygon Primitives > Plane”.

    Step 214

    Create 2 planes and position them.

    Step 215

    This is the end of the tutorial, 14,989 faces!

    This tutorial is Day 1 in a series

    Model, Texture, and Render a Bathroom Interior Design with Maya – Day 2

    The modeling and rendering of interiors is used in a great variety of industries, and creating result that is suitable for these big markets is a very big challenge. In this tutorial you will learn how to model, texture, and render an interior design of a bathroom using Maya. The modeling of the bathroom will be achieved using polygons, NURBS, and paint effects. The rendering process will be done with Mental Ray, using techniques that will quickly give you a photorealistic result.

    This tutorial is Day 2 in a series – Go to Day 1.

    Final Effect Preview

    Tutorial Details


  • Software: Maya 2009

  • Difficulty: Beginner/ Intermediate

  • Estimated Completion Time: Approximately 30 min

  • Hardware/ Software Requirements : Windows 2000-XP or Mac OSX 10.5 (or newer); PIII and higher or Intel Macintosh; 1G RAM

    Step 1

    Go to “Create > Cameras > Camera”.

    Step 2

    In the active view menu, go to “Panels > Look Through Selected”.

    Step 3

    Now you will be looking through the camera. Position it to the desired location.

    Step 4

    Go to “Window > Settings/Preferences > Plug-in Manager”

    Step 5

    A new window should open. Scroll down until you find “Mayatomr.mll” and check “loaded” and “Auto load”.

    Step 6

    Go to “Window > Rendering Editors > Render Settings”.

    Step 7

    Inside the “Render Settings” window, change “Render Using” to “Mental Ray”.

    Step 8

    Go to the “Common” tab and change the “Image Size” to “HD 720”.

    Step 9

    Click on the button in the active view to see the size of the render.

    Step 10

    Adjust the camera so that the scene fits into the green square.

    Step 11

    Select the back wall of the scene.

    Step 12

    Move and scale it to fit in the rendering area.

    Step 13

    Go to “Create > Polygons Primitives > Plane”.

    Step 14

    Move, scale, and rotate the plane to make another wall.

    Step 15

    Go to the camera view to see if the plane is big enough.

    Step 16

    Select the back wall and go to “Edit > Duplicate”.

    Step 17

    Move the plane behind the camera so it is not visible in the render (this plane will be used later to create a reflection for the mirror).

    Step 18

    Go to “Create > Lights > Area Light”.

    Step 19

    Position, scale, and rotate the area light to match the geometry of the scene.

    Step 20

    Go to the “Attributes Editor” of the light, change its name, and decrease the “Intensity” to 0.083.

    Step 21

    Scroll down to the “Shadows” section, activate “Use Ray Trace Shadows”, and change the “Shadow Rays” to 15.

    Step 22

    Make sure you are looking through the correct camera.

    Step 23

    At the view menu, go to “View > Bookmarks > Edit Bookmarks…”.

    Step 24

    Inside the “Bookmark Editor” window, create a new bookmark so the position of the camera is saved in case you accidentally move it.

    Step 25

    Go to “Create > Lights > Area Light”.

    Step 26

    Move, scale, and rotate the light to be in the same position as in the image below.

    Step 27

    Select the light and go to its “Attributes Editor”. Name it, and change the “Intensity” value to 0.265.

    Step 28

    Scroll down to the “Shadows” section, activate “Use Ray Trace Shadows” and change the “Shadow Rays” to 15.

    Step 29

    Select the light and go to “Edit > Duplicate”.

    Step 30

    Using the move, rotation, and scale tools, position the light as shown.

    Step 31

    Go to your “camera1” view.

    Step 32

    Go to “Window > Rendering Editors > Hypershade”.

    Step 33

    Inside the Hypershade window, create a new “mia_material_x”.

    Step 34

    Go to its “Attributes Editor”, name it, and change the diffuse “Color” to white, the reflection “Glossiness” to 0.586, and the “Glossy Samples” to 25

    Step 35

    Scroll down until you find “Ambient Occlusion” and activate it.

    Step 36

    Find the “Bump” section and click on the texture button for “Overall Bump”.

    Step 37

    A new window should open. Select the “Grid” texture and close that window.

    Step 38

    Click on the button that is next to the “Bump Value” slider.

    Step 39

    New options should appear. Change the “Line Color” to a nearly white grey, the “Filer Color” to white, and the “U Width” and “V Width” to 0.004.

    Step 40

    Add this material to all of the walls in your scene.

    Step 41

    Open the “Hypershade” window again, and create a new “mia_material_x”

    Step 42

    Go to its “Attributes Editor”, name it, change the reflection “Reflectivity” to 0.260, the “Glossiness” to 0.620, the “Glossy Samples” to 15, and click on the button next to the Color slider to add a texture.

    Step 43

    Inside the new window select the ”File” texture.

    Step 44

    Click on the folder next to the “Image Name” option, and search for your wood texture.

    Step 45

    Scroll down until you find “UV Coordinates” and click on the button that is next to the “Uv Coord” values.

    Step 46

    New options should appear. Change the “Repeat UV” value to one that works for your texture. My values are 25 and 10.

    Step 47

    Apply this material to the floor of your scene.

    Step 48

    Open the “Hypershade” window and create a new “mia_material_x”.

    Step 49

    Go to its “Attributes Editor”, name it, and change the diffuse “Color” to white, the reflection “Reflectivity” to 0.500, the “Glossiness” to 0.400”, and the “Glossy Samples” to 25.

    Step 50

    Add this material to all of the white objects in your scene.

    Step 51

    Open the “Hypershade” window and create a new “mia_material_x”.

    Step 52

    Go to its “Attributes Editor”, name it, and select the “Chrome” preset.

    Step 53

    Add this material to all of the metal objects in your scene.

    Step 54

    Open the “Hypershade” window and create a new “mia_material_x”.

    Step 55

    Go to its “Attributes Editor”, name it, and change the diffuse “Color” to blue and the reflection “Glossiness” to 0.660.

    Step 56

    Add this blue material to the scene.

    Step 57

    Open the “Hypershade” window and create a new “Phong” material.

    Step 58

    Go to its “Attributes Editor”, name it, and change the “Color” to white and the “Incandescence” value to grey.

    Step 59

    Scroll down until you find the “Special Effects” section and change the “Glow Intensity” value to 0.020.

    Step 60

    Add this material to your polygonal light.

    Step 61

    Open the “Hypershade” window and create a new “mia_material_x”.

    Step 62

    Go to its “Attributes Editor”, name it, and change the diffuse “Color” to black and the “Reflectivity” to 1.000.

    Step 63

    Add this material to the mirror.

    Step 64

    Render the scene.

    Step 65

    The render should look too dark and the quality should be pretty bad.

    Step 66

    Open the “Render Settings” window.

    Step 67

    Under the “Indirect Lighting” tab, activate “Final Gathering”, change the “Accuracy” to 200, the “Point Density” to 0.100, and the “Secondary Diffuse Bounces” to 2 .

    Step 68

    Click on the “Create” button of “Image Based Lighting”.

    Step 69

    Click on the small button that is next to the “Create” button.

    Step 70

    The “Attributes Editor” should display new options. Click on the button with a folder to select your image.

    Step 71

    Render the scene.

    Step 72

    The lighting in the scene should look much better, but the quality of the render should still be very low.

    Step 73

    Open the “Render Settings” window.

    Step 74

    Under the “Quality” tab change the “Max Sample Level” value to 3, under the “Multi-Pixel Filtering” section change the “Filter” to “Gauss”, and under the “Sample Options” section activate “Jitter”.

    Step 75

    Scroll down to the “Raytracing” section and activate “Raytracing”. Change the “Reflections” value to 4, the “Refractions” value to 4, and the “Max Trace Depth” to 8.

    Step 76

    Render the scene.

    Step 77

    Now everything should look pretty good except for the black mirror. To fix this, you need to create something that the mirror can reflect.

    Step 78

    Open the “Hypershade” window and create a new “Surface Shader”.

    Step 79

    Go to its “Attributes Editor”, and click on the texture button next to the “Out Color” slider.>

    Step 80

    In the new window, click on the “File” texture.

    Step 81

    Click on the folder button, add your image, and apply this material to the back wall you created earlier.

    Step 82

    Render the scene.

    Step 83

    Now the mirror has something to reflect, but it should look pretty dark.

    Step 84

    Go the “Attributes Editor” of material you just created, and click on the button next to the “Out Color” slider.

    Step 85

    The “Attributes Editor” should display different options. Scroll down until you find the “Color Balance” section. Once there, change the “Color Gain” value to “R= 4.200, G= 4.200, B= 4.200″. This will create a brighter color than white.

    Step 86

    Render the scene.

    Step 87

    The mirror should look pretty good now, but the rest of the scene is probably really bright.

    Step 88

    Select one of your main lights.

    Step 89

    Go to its “Attributes Editor” and change the “Intensity” value to 0.115. Repeat this process for both lights.

    Step 90

    Render the scene.

    Step 91

    Congratulations! You’re done!!.

    This tutorial is Day 2 in a series


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