
You'll notice if you pay close attention, but have no fear, most
people won't.
Continue building up the area a little, once you're happy with the
size of your pool area, we'll add a surrounding fence, a gutter,
etc.
Step 5 - Modelling the surrounding wall.
Once again, I'm keeping this very simple. Model the interior of the
wall from the top view, I've chosen to put in a little bit of shape
and detail because it will add detail later on.

Now we're going to build quite a few things off this
one spline. We'll keep the spline there and then reference it to
built the wall and then the glass on top of it.
Clone the spline (as a Reference) and move it 15cm down. We're going
to build the outer wall with a slight drop so we can put a recessed
garden on the edge of the pool area.
Apply an extrude (make it around 1m high), then apply a Shell
modifier and make it around 0.3m on its inner amount. At the very
bottom, tick 'Straighten Corners'. You have no built a wall with
nothing more than a spline. We'll add slight bevels using the
architectural material rather than spending time selecting polys and
edges etc.


Now clone the original spline again as a reference.
Put it at the same height as the top of your wall object. Add a
bevel modifier and push its Start Outline 15cm inward (so its in the
exact middle of the wall). Extrude it upwards (about a meter) and
add a 2cm thick Shell modifier on top.

So now our pool has a barrier. Next, we'll finish off
the garden.
Step 6 - The garden area
I've put a plane in underneath the level of the decking with plenty
of polys, mapped it from the Z axis with the UVW Mapping modifier
and added some random Noise (Noise modifier) on the Z axis so its
got some up/downs about it.
Ordinarily, I would make cut-out-trees and put them in here,
unfortunately all the tree textures I have are not royalty free.

Step 7 - Modelling the Lip
The pool needs a lip, a cement barrier around the outside. It will
also need some separating stones from the spa/children's area to the
deeper end.
In the Spline Creation menu, select rectangle. Drag it around the
pool. If you've made a non-rectangular pool, outline your pool.
Apply a Bevel modifier to your spline and make it roughly 2cm thick.
Untick both the capping options on the top of the modifier.
Apply a Shell modifier and make it 25cm. You should get something
like this.

Next, model some basic boxes that would serve as a
divider and as a walkway across the middle of the pool.

These don't need to be bevelled, once again, we'll be
doing this with the material bevel.
Step 7- Setting up some materials
Generally, when doing architectural pre-vis work, you'll be using a
lot of tileable textures, often from packs. This is generally
because the building in question doesn't exist, thus there won't be
any photos you'll be realistically able to use for texturing.
Open the material editor.
Select an empty slot. Name the material 'Outerwall', and change its
type to 'Arch & Design (mi)'. You will need to have Max set to use
Mental Ray in the render panel (F10, renderers panel).
Select Matte Finish as your basic preset, and lets go find a
concrete texture. Inside your max folder, you'll find maps/archmat.
I've chosen "concrete.cast-in-place.exposed aggregate.recessed" for
the diffuse texture.
On top of the stack of the wall object, I've also put a UVW Mapping
modifier set to Box, with a 2m x 2m x 2m scale.
In the material editor, expand the 'Special Effects' rollout of the
material. Turn on Round Corners, and set it to 0.025m.
Clone this material and call it 'PoolLip', change the diffuse
texture to a different concrete so its visually distinctive from the
back wall.
Apply it to the pool lip, also with a UVW Mapping modifier set to
box, but this time, set it to 1m x 1m x 1m (depending on your choice
of texture).

Apply the same texture to the pool walkway over the
pool.
Step 8 - Texturing the pool
Makke a new architectural material. I'm using
finishes.flooring.tile.square.terra cotta.bump for the bump at 100%,
and I'm also using it with modified Output curves so its tinted
blue.

For the pool itself, I'm using a 20cm cubed box map.
I'm using the same texture but in its original white for the
kiddie-section of the pool. Just to add a bit of variety.
For the outer glass, I have used the default architectural material
preset for Solid Glass. It will start to work properly once we've
put in a background.
Step 7 - Making the water
Drag a plane out for your water and apply the standard Architectural
Material water preset. In the material, change its Transparency to
0.8. You can tweak and play with this water later to fine tune it to
your personal tastes.
Step 8 - Make a camera
Lets put a camera somewhere flattering.

Here's an example camera.
Step 9 - Adding something to cast interesting shadows
Visually, this is going to be quite dull without some dynamic range.
So lets build a cover for this pool out of basic blocks.

This is just some basic boxes put together to make a
roof of some sort, with a very simple wood texture applied (Find
it here). The image has also been cropped.
Now we begin the lighting.
Step 10 - Add a sphere around the scene
I've chosen a photo to use as ambient light source. You can of
course use a HDRI map, but I've chosen to use the following texture.

Download Full Res
Apply it with substantial blur, and set its opacity
to about 50%, and make its background colour black. Change the mix
amount from black to full colour to change the amount of ambient
light bouncing around your scene.
Flip the polygons on the sphere with Normal modifier.
Select the object properties and make the object invisible to
camera, not to receive or cast shadows.
Next, place a MR Area Spot light outside the sphere and aim to
toward the pool, angle it so some of those newly modelled structures
cast some interesting shadows across the area.


Tint the light to a slight tinge of yellow.
Put a large plane in the background, and apply a background image to
it. Use the same one as the background image.
Step 11- Turning on final gather
So, You've built a background plane, a sphere for some ambient
bounce and you've put in your main spotlight. Bring up your render
panel and go to indirect illumination. Turn your final gather onto
draft and do a test render, you should get something 'similar' to
this.
For reference, I've set the bounces to 1.

Step 12 - Adding more!
Realism is basically going to span from complexity, this can be
achieved by adding furniture, using better textures, etc and so
forth.
Step 13 - The final composite
Once you've done your final quality render, you might want to render
an ambient occlusion pass to use as a multiplier in post. This will
give a bit more reality to your shadows.
Make a new material, name it AmbientOcl. Set Self Illumination to
100, and apply an Ambient Occlusion shader to the diffuse pass. This
pass doesn't need to be spectacular quality, so 64 samples and a
fall off range of 2 meters will be more than enough

Open up the render panel, goto the Processing panel,
and drag the ambient occlusion texture into the Material Override
tab. When you go to render, ensure you have turned of Final Gather.
More pics.

Step 14 - Photoshop
Everything in the real world goes through some post, be it
Photoshop, Shake, Nuke, Combustion, Flame, Inferno or even The Gimp
(if you're desperate).
Use your ambient occlusion layer as a multiplier layer at around
50%. Add some glows. Tweak. Have fun.
Final (with some chairs added and the ambient
occlusion pass included).
