hey guys hope you're all fine welcome in
this tutorial I'm going to share how you
can create interior for building in
three different ways in the first method
you will learn how you can create a
simple interior by baking textures and
using the mesh inside of the building
then in second method I will share a
material which work as a cube map and
we'll use it for faking the interiors
the third method is more advanced one in
which you will learn how you can use a
mesh and use them as parallax inside the
cube map so let's get started
So before making interior first select two corner window panels and copy them and then add
a new scene to your project and paste
two copied windows in this new scene
then select the window and add 3d cursor
to the selected now you will need to add
cube to the scene and move it behind the
window mesh
Then select the vertex inside the snap option and snap it behind and closer to the window make
sure to match the length and width of
the cube to the size of the window panel
then in edit mode
delete the front side of the mesh and
then delete or hide window it's better
to delete them cause it will help later
when I will be baking textures for
the interior now in edit mode delete the
left face of the cube and then add an
edge loop to the center of the mesh and
slide it down slightly then select the
two upper faces of the wall then add
material slot then click on new to add
new material to it and assign this
material to the mesh then select the
bottom faces of the wall with the roof
and do the same
you will need to repeat it for the floor
In the floor material add checkered node
inside the node editor then increase the
dark value inside the color 2 of the
checkered node then plug that into the
base color you can play with the scale
value to increase or decrease the scale
of the texture
Then select the upper two
faces of the wall and add checker
texture node inside of it and do the
same as I did for the floor material.
After that add Voronoi texture then plug
its distance to the vector of the
checkered node.
You can decrease
randomness value to have that tileable
design for the mesh then change the
value of checker to create more
variation of the design also you can
change the f1 option to f2 to any other
option available to get even more
variation increase randomness value if
you don't want texture to be tilable
play with these settings to get your
desired results
After that select the
bottom faces of the wall with the roof
and give slightly brown color to it
You can add whatever you want for the
texture of the room I am just
demonstrating how you can use these
texture from these materials to bake
them later
Now inside the UV editor add
a texture  and change the
generating type to color grid
then select the left side wall and UV unwrap it
Then in UV editor select scale inside
of the snap tool after that choose 2 D
cursor for the pivot point
then select the bottom-left vertices and add 2 D
cursor to it then press a to select this
UV and scale it down so that it's top
right corner lies in the center of the
grid then I'm going to rotate it on 90
degree so that bottom part faces towards
the center and position it to cover the
grid do the same to the other side of
the wall and unwrap it scale it down and
move to the top right of the UV grid
Again do
the exact same thing to the roof of the
cube and move it to the bottom right
side of the UV grid .
Now select the floor
of the cube and repeat the previous step
again but for the floor you will need to unwrap it and move its UV to the
top-left side of the UV grid.
When you are done with the UVs
add image texture to its material.
Then click on the new and name it ROOM
You can give 1k 2k or 4k dimension for the
UVs then you will need to copy paste
this image texture node inside every
material that is applied to this mesh
the reason is it needs to be inside
every material for Baking material
texture.
Now we just need to add light
for the room press shift e and select
the area light from the light tab.
Also make sure to add 0 value for the
background strength so that it does not
influence while you are baking light.
Then select the light and give it orange
red color to give warm color to it and
then scale down the area light and
position it closer to the wall
then add 3d cursor to the area light and
add a plane to the scene as a source
light mesh and scale it down to the size
of the light and move it behind the area
light then add emissive shader to the
plane and give similar colors to the
mesh and increases strength value to
brighten it up then duplicate both light
and mesh to the other side of the wall
then duplicate it again to the corner of
the mesh to check it out change the
render engine to cycles and render it
inside the 3d viewport to preview it
After that select the mesh and in edit
mode select all and recalculate normals
and under the dialog box check inside.
If you don't do this you will be not be able to bake the textures I am changing
the device from CPU to GPU compute to
decrease the baking time you can also
increase the render samples to get more
clear image for the baking and then
don't forget to select room image
texture node inside every material
otherwise you will not be able to bake
different textures from different
materials.
In the end just go to the
scene tab and under bake tab click bake
with the default setting which will be
combined while baking I am changing the
texture to room texture inside UV editor
to see the end results
As you can see it
has baked the texture inside the UV
editor now duplicate this room mesh and
remove all material from it and add new
material to it
Then add image texture
and select bake room texture for it .
Then plug that into the base color and
emissive color .
Now change it to
developer mode and duplicate the
instance of the mesh one more time and
mirror it to flip it and snap it to
connect with the other mesh
now in edit
mode
you can duplicate left side of the
wall and position it on the right side
don't forget to save this texture for
this room so later you can use it for
many other methods
after that just copy these two room and
go back to your original scene and paste
these meshes.
Then move these meshes closer to the window that you want to be
used for showing interiors then move
these interior inside of the selected
windows and use a snap tool to snap them
to the edges of the window
then select
these window panel and duplicate them
and move them slightly down to get rid
of the instance mesh then delete the
instance window panels and move these
two back to their places now select both
of them and in edit mode select the
glass faces and hide them
then select the faces of the window blinds and
delete them now you will be able to see
the interior from outside of the
building this technique is one of the
easiest and one of the simplest way to
make interior for a building in which
you can add many more bake meshes inside
it to make it even more detail or you
can also use the texture on the wall for
doors cabinets and much more stuff in it
For the cube map I am using blender file
in which the shader is created by a
blender user named MAGRILIA.
I will link his twitter account in my
description box so that you can check
out his work these walls which you can
see inside of the plane are because of
the this shader by default it's using
the blender color grid but you can give
any texture to these walls I have
slightly updated this shader by using
the frame so that it will be easy for
you to later use this shader for your
own projects but if you want to pan or
change location of the texture inside
the shader you can use wall texture
panel scaler and change or play with its
value to pan the top bottom plane same
goes for the left right plane and for the
front one as well.
You can also push the wall by using
these pusher values for every and for
each and every plane of the wall you can
increase or decrease the value to change
the position of the wall inside the
shader
now if you want to have any other
texture for the wall plane you just need
to use the default frame and change its
texture I will be using the texture that
I have a bake before as it's UV matches
exactly the texture UV position of the
shader just click on the cross button
inside the image texture to remove the
texture and open the baked texture
inside of this node and you will be able
to see the bake texture projecting on the
walls after that all you need to do is
append this plane inside of your project
if you want to know how to append any
mesh to a project click on above link to
know how you can do that if you already
have the plane in your scene just
copy/paste it and move it closer to the
window you can use the snap tool to use
to snap it to the position of the window
panel move it inside till it covers the
top window shade inside of the glass
plane after that add an edge loop
horizontally to the this plane and slide
it according to the midpoint of the
window frame
and select the lower face and press Y to
separate it and move it inside till the
borders of the lower frame shows off
and that's how you can use the cube map
shader to fake the interiors by a giving
depth to a single plane now you can
duplicate the instance of the plane and
snap it or and move it to any other
window panel to show the interior of a
building
Remember this method is limited
to blender only as for gaming engines
the procedure for creating cube map is
different but you can use it and fake
the interior if you are using blender
for render. For the parallax effect you
will need to bake the height map and for
such tasks if you download the files from Magrilia Twitter account
it comes with the Z-depth project file in
which you can render out the height map
and don't worry I will provide you all
the project files that I have updated so
make sure to look into the 
comments or description box to create
height map all you need to know is that
the meshes you want to be used should be
within the distance from the camera till
the end point of the Suzanne mesh so
whatever you place inside of this
project just make sure you only use the
distance between the camera and the back
end of the suzanne model i have already
placed a pot and curtain within the
distance I wanted them to be closer to
the window so I have placed them as much
as closer to the camera also make sure
that the things you are positioning are
closer to the camera should be visible
from outside of the window so you will
need to add the window panel and fix it
in side of the camera .
You will just need to make sure you are in cycles engine and
delete the window and the Susan model
and click on render image to get the
height map
after that save the image animals Zdepth.
Then close this window .
After that you can also render out the albedo and the
normal map by using the workbench render
also make sure if you are rendering
normal or any map except the height map
don't forget to plug the render layer to
the composite inside the compositing tab
then hit render to render out and save
images after rendering them
This is the project file of parallax map which
includes cube map but I have updated
this material so that it will be easy
for you to use it in your projects.To
have parallax effect all you need to do
is add the z-depth image texture inside
of this node.
Press tab while you select to get into
this node then add the z-depth texture
inside of the image texture.
Then hit tab
again to get out of this node then
increase the positive value slightly and
you will see the meshes we baked are
moving inside of the cube map.
Then add normal map texture inside of the normal
to add shading to the model you can also
add any map for the parallax mesh I will
be providing you the project files for
the cube map and parallax so don't
forget to check out the description box or the comment box and that's pretty
much about it hope you guys like it if
you like my tutorial then subscribe and
support me on patreon where you will be
able to get the project files that I
have used in my tutorial thanks for
watching
