Blender :: Interior :: Modern Interior 2

 

I'll just be abruptly honest right in the beginning - this scene was a failure.

This scene didn't started out to be a failure. What was surprising was that I put a lot more time and effort into this project compared to other Architecture visual projects that I did so far. However the outcome obviously doesn't seem to support this.

Modeling

The process of modelling was very carefully done - very carefully done. I tried to put a lot of thought into each detail of the interior scene, trying my best to perfect all the little cracks of the scene. 

I realised that when I am modelling a scene for architecture, it is important to place and test the lighting of the scene along the modelling process instead of waiting for all the textures to be added to the canvas. Hence I placed the HDR in the early process of modelling and so far, it looked pretty solid.

 
 

Blender Time-lapse Video - Modern Interior - Part 1 :: Modeling

 
 
 

Furnitures

For furnitures, I realised creating every single furnitures by myself could be helpful, improving my modelling skills, however very inefficient considering my purpose of doing this project is Architecture Vizualisation. Hence I decided to use exterior furniture models, from Flying Architecture.

The furniture by Flying Architecture seems to be one of the best place where you can get 3D models of interior (and few exterior) furnitures. I am definitely using this site again for my next Architecture Project.

 

Blender Time-lapse Video - Modern Interior 2 - Part 2 :: Modeling (Furniture)

 
 

Texture

Texture was a very very rigorous process (at least for this scene). I was seriously taking a lot of time, trying to make all the textures to look realistic as possible; adding all the tiny details that I used to ignore in the previous 3D modelling project. I was actually surprised how I missed all these details in the past, not fixing or making them look better. After all, details seems to matter.

 
 

While doing the texturing process, project looked very promising as I was expecting this scene to be in very high quality with very realistic render results. Though the process was (extremely) rigorous, I felt good - until now.

Then the things started to go wrong somewhere.

I honestly don't know what elements of the scene started to make this interior project very unrealistic and straight to the point, shit. Now it looks like the colour choices somehow clashed each other. Maybe that's the reason why, but I am sure there has to be more reasons which justify why this scene suddenly shifted its future from being promising into not-so-good-ish work.

 
 

Exterior

Modeling exterior Architecture was terrifying at first. There was too much elements to consider to make the scene look realistic and eye-catching. I remember trying first exterior architecture scene and I seriously wanted to throw my computer outside. It was that bad and terrifying. Strangely I don't know what guts made me do this, somehow I felt confident in doing an exterior scene - it felt like I am going to do amazing this time and I am not scared of it.

Exterior scene was actually not that difficult, but to be honest, I didn't invest much effort into the exterior scene compared to the amount of effort that I put for the interior scene. But I am pretty sure that's not the reason why the quality of the scene started to decline.

Trees and The Grass Essentials

For the exterior, I decided to add some wooden floor with tree and natural grass with soil using The Grass Essentials by Andrew Price. The Grass Essentials was phenomenal - never knew making natural looking grass was this easy (though I failed to make it look realistic due to my miscalculation of scaling of the architecture model from the very beginning).

 
 
 
 

Blender Time-lapse Video - Modern Interior 2 - Part 3 :: Texture & Lighting

 

Blender Time-lapse Video - Modern Interior 2 - Part 4 :: Texture & Lighting

 
 

Post-Production

This was the part where everything started to fall apart. It was a moment which surprised my that sometimes the sample images from raw renderings straight from Blender could be much better without any post-production. Honestly, I screwed up really bad here.

 

Blender Time-lapse Video - Modern Interior 2 - Part 5 :: Post Production

 
 

Conclusion

In a nutshell, this project was a punch on my face. Even though I put extra effort for this scene, the outcome turned out to be below my expectation. Why did this happen? What was I doing wrong? and fortunately, I was able to come up with few conclusions:

1. I was relying heavily on the process of post-production

What I mean by this, is that I have this misbelief that the process of post-production will fix everything, even I screw up the raw rendering straight from blender and not satisfied with it.

I don't know where I got this belief from, but this is obviously a big mistake I think I am making. After watching few post-production videos by other artists, I realise that the quality of their raw-renderings are actually amazing - almost as if you won't need further process of amelioration. Plus most of the professional blender artists seemed to do post-production inside  blender, not so much in photoshop.

Till now, I thought the photoshop was the magic wand which can make anything into a masterpiece, and obviously I was betrayed by my own misjudgement. This was a hard but critical lesson that I learned from this project. Next time, I think I seriously need to make my raw renderings up to the point where photoshop seems unnecessary.

 

2. The Colour choices seems incorrect

When I first saw the raw rendering of a clay render and HDR, the scene actually looked pretty decent. Matter of facts, the future of this project looked promising. I could feel it in my heart that this project will blow everything up. This will be a whole new level.

Then I made this crucial mistake that completely destroyed the promising future of this scene; if you look closely into the scene, you can discover few red painted chairs. Yes. What I think is that these chairs completely destroyed the colour balance of this whole scene. 

But this doesn't mean that I should not use any red colours in the scene. This leads to another conclusion that there are more to the failure of my scene - boredom.

The scene looks boring - there are no eye-catching, centre of attention object or an element in this scene. If the interior were suppose to be the centre of attention, the scene should have been composed in a way which highlights the interior of the scene. And I have failed to do that. 

 

3. I need more practice

Practice makes perfect. I seriously need more practice in everything: the modelling, texture, composition. I think there is not shortcut to producing great Architecture Vizualization apart from practicing a lot.

 

This project was a valuable lesson. Luckily I was able to gain something off from this project and hopefully I can apply what I have learn into the next project.

 
 

 
 

Blender | Project :: Revamp | Bedroom Interior (2013)

 
 

Last year (2013), I created a small interior scene just to try what architecture rendering feels like. Plus, it was for my project called 'Fluid Furniture'. 

Back then, my blender skill was not that high hence my scene was very, very empty. Here's the scene that I did:

 
 
 
 

I came across this scene again last month and thought it will be nice to develop the interior scene to more quality finished piece.

Project:: Revamp

Project:: Revamp is my personal project to develop my previously completed work that I did in the past. And this bedroom interior scene is my first Revamp project series.

Part. 1 - Modeling

Modeling part was the most time consuming part of my development. Since the original scene was very empty, I had to come up with a new composition, furniture layouts and larger size interior.

However, the process of adding furniture was not that rigorous, as I adapted the process of importing the previously created 3D models into my scene which saved my time immensely.

Some people might call it a cheat, but I think this method is very efficient in terms of completing your interior projects.

 
 

 
 

Disclaimer: Most of the models and textures are used from the Architecture Academy by Andrew Price

 
 

 
 

Part.1 - Modeling & Texture

 
 

Part. 2 - Texture

Texture was not difficult as there were already textures added to the imported models. Hence, I tried to improve the detail of the scene with texture (using displacement mapping, normal and specularity nodes, etc)

Part. 1 and Part. 2 overlaps each other as I continuously added and refurnished the modelling while adding textures to the scene.

 
 

Part. 2 - Modeling & Texture

 
 

Part. 3 - Post-Production

Post-production was not that difficult like the texturing part as all I had to do is add the glow effect to the windows, add vignette, twitch few contrast and brightness of the scene.

But one other thing that I did which I never tried before was adding a colour filter into the scene. While I was studying the in the Architecture Academy, I realised that emphasizing a scene with a particular colour works great in terms of expressing the atmosphere of the scene. It was also interesting to discover that with colour, we can predict what time of the day it is in the scene.

 
 

I think one of the big contribution to good quality outcome is not depended on the post-production but by the quality of the raw rendered outcome.

 
 

Part. 3 - Post-Production

 
 

Part. 3.5 is post-production process of scenes which are rendered from different perspectives with varied composition. You can think this as my composition (camera based) experiment.

 
 

Part. 3.5 - Post-Production (Additional)

 
 

Conclusion

The project revamp was an interesting approach to develop my previously completed work and I think it was a good experience for me to do that since I realise how much my blender skills have improved over the following months. Overall, I am very satisfied with the final outcome and I hope to do more of the Revamp series in the future.

Final Outcome(s):

 


 

 
 

 

Blender :: Interior :: Modern Interior

 
 

For this interior piece, I decided to create a scene which consists of lots of clothes (as a result, the render time took ridiculously, ridiculously long), but I think it was worth a shot because I realized that having lots clothes wasn't the solution to create photorealistic interior scene.

Modeling

Modeling did not took particularily long, considering the number of objects placed in the scene. The final scene is not simple, though not complicated. I think the number of objects inside the scene is adequate, filling enough space for our human eyes to be satisfied.

 
 

Blender Time-lapse Video - Part 1 :: Modeling & Texture :: Modeling

 
 

Clothes (I thought this was the magic trick)

For this scene, I placed a lot of clothes inside the scene, hoping to create a realistic looking scene while provoking visual interest in the scene. However, my expectation was, again, proven incorrect. I had to admit, the problem for photorealistic scene depends (I think) on the level of control of usage of materials and the modification of it.

 
 

Blender Time-lapse Video - Part 2 :: Modeling & Texture :: Cloth Simulation

 
 

The process was very long, and slow. My MacBook Pro did not seem to be capable of handling such huge files (caches) for baking the simulation for clothes. I assume it took about 1 and half day to complete the clothing simulation for this scene. At this point, I got worried whether my MacBook will catch fire while rendering.

 
 

Blender Time-lapse Video - Part 3 :: Modeling & Texture :: Texture & Carpet

 
 

Texture

I decided to take some quality time for adding texture to this scene - I think its starting to get into my guts that the texture is a key element which determines whether the scene looks CG or realistic.

Adding texture to this scene was in fact made me realize that I need to focus on detail and advance techniques of manipulating more than one materials per object. I think it was a good practice for me to realize and forces me to focus more on the details of the scene.

 
 

Blender Time-lapse Video - Part 4 :: Modeling & Texture :: Finalising Texture

 
 

Post-Production (Thought this was the magic trick too)

Post-production process was actually wasn't that difficult, but it was still quite hard to make the scene realistic and eye-catching. For this scene, the dark emphasis and manipulation of shadows were the key to make the picture more interesting. Creating contrast and saturation also seemed to effectively improve the visual impact on the scene significantly, however to be honest, it still felt like CG. There was a quote from Andrew Price (BlenderGuru) that if you are not satisfied with the scene before post-production, you won't be satisfied with the one after as well.

 
 

Blender Time-lapse Video - Part 5 :: Post-Production

 
 

Conclusion

Overall process for making this scene was actually fun, but rigorous - the render time took so long (plus my MacBook Pro slowed down so significantly, I thought it was catching fire) but It was a good practice. I think I am getting there, creating photorealistic scene, however, it seems that I still have long way to go.

 
 


 

Blender :: Interior :: Aura Home (Bathroom)

 
 

This is another Architecture Visualization practice piece following from 'The Edgeland House' scene from last week.

I found a source image in the site called 'The Design Chaser' and you should definitely check it out if you are interested in design.

This piece is very simple (it didn't took much than I expected) piece and I didn't really have a hard time creating it - which worries me because you improve as you struggle. Perhaps the composition of this piece made the scene look good whatever you do? I don't know. But it wasn't that hard to create my result. I think I should do something more challenging next time.

 
 
 

Part 1 :: Modeling

As I mentioned before, modelling was tedious, very tedious but for this scene it didn't took long since there weren't a lot of objects in the scene. I actually were dubious about the fact that since there weren't a lots of objet in the scene, so it might make the scene look boring (and unrealistic - Although at the end of the day, the scene looked okay to me.)

 
 

Blender Time-lapse Video - Part 1 :: Modeling

 
 

Part 2 :: Texture & Compositing

I honestly didn't do any compositing in Blender. So that is a mistake on the title. Anyways texturing was actually fun to do for this piece. I think the reason for that is because of the towels. I placed two towels in the scene which is in two different textures/ pattern with some special modification, creating a 'realistic' material for the towels. I think that was a good start for the texturing part for my scene because I didn't do much for the towels, and it turned out pretty decent. It actually looked like a towel; although I believe there is rooms for improvements.

The rest was not that hard as you just have to dab in few textures with simple node modifications and that was it. It was fun (probably because it turned unexpectedly good)

 
 

Blender Time-lapse Video - Part 2 :: Texture & Compositing

 
 

Part 3 :: Post-Production

Post-production was the most fun section for me to work - I was able to see the improvement of the picture while I was working, giving me the motivation to push it to the next level and make it more realistic. And for this post-production work, I did some modifications to the scene (adding some tile boundaries, shadows etc) which unexpectedly made the scene look realistic. One thing I was bit unfortunate about this piece was that there was too much fire flies - bad computer (what can I do?).

 
 

Blender Time-lapse Video - Part 3 :: Post Production

 
 

Conclusion

I realised that doing interior pieces off from the real, existing scene is actually a good practice to help me improve in my Architecture Visualization skill. But I also realised that I have to carefully manage what piece I should work on (if it is too easy, I am getting nothing out of it) and what mindset I should work. I hope I don't get 'addicted' to just copying a real, existing scene for my ArchViz works because if that happens, I won't be able to creatively create the scenes that I really want to create for myself.

 

 
 

 
 

Aura Home (Bathroom) - Final result

Blender :: Architecture :: Edgeland House

 
 

Architecture Visualisation is one of the most difficult thing I have encountered while studying Art and Design. But at the same time, I think it is one of the most beautiful and highly potential field in terms of expressing and communicating one's personal ideas and thoughts to other people.

Attracted by the immense possibility of Architecture Visualisation, I started to create Architecture scene as well with my beloved 3D software, Blender. First I thought it will be simple - I thought I will be able to create amazing architectural scenes which were in my head, straight away onto my canvas. It was exciting. I couldn't wait to see the end result. However I realised that this excitement started to evaporate exponentially as soon as I clicked the object in my blender scene. It was - I didn't expect this - immensely difficult.

I never knew creating a scene which is completely yours and yet able to fool someone that this scene is not fake - but real - to be difficult. It was (and still is) extremely difficult. I realised that  there were so many mistakes and things to consider (especially textures and lighting) to create a realistic scene. As a result, my confidence dropped exponentially along with all the excitements and enthusiastic emotions. 

However, I could not give up yet. I felt something in my mind that this was the next curve that I have to jump onto to improve my 3D modelling and visualisation skills. Hence I kept going on, I was in no position to give up. Also I saw I could do so much more if I achieve the skills for Architecture visualisation. It was something worth going for.

I decided to find something easy for my Architecture scene since I realised I need to first create few easy interior/ exterior scenes before I do any advanced scenes. Hence I was surfing in the internet and came across the Edgeland House - The structure was pretty simple and not that difficult to model (I thought). Hence I decided to do this house. I thought it was a good start.

 
 
 

Edgeland House / Bercy Chen Studio

The Original Work by Bercy Chen Studio could be found here.

Part 1. Modeling

The modelling was one of the easiest(?) yet bit tedious task that I had to go through when creating this scene. However, I had no difficulties creating the scene since most of the structures were regular shapes, hence I was able to create the structure without much problem.

But one thing I realised was that it takes a long time in order to create an architecture scene - it was different, very different from creating a blender work that I did so far. It was much more large in scale; modelings took the longest time to create.

 
 
 
 

I also realised that I tried to create the scene extremely fast - as if I was in a hurry or something. This was crucial mistake that I was making. I realized that I was racing with imaginary artists in my head, hence when I produce my work late, I am losing. This lead me to lose out the details of creating the scene since what was important for me at then was creating and printing out the final piece as soon as possible. 

 
 

Now I knew the problem, it was time to fix it. I decided to take more time modeling and creating the general scene and the foundation for my 3D scene. It was difficult at start as I had an urge to start doing the scene very fast, without putting more thoughts, missing out the details. However I tried my best to look back again and constantly reminding myself that I am in no competition creating this scene, and I should not compare myself to other artists. This worked, I think. When I saw my half- completed 3D modelling piece, the scene was not bad looking at all (in terms of modelling). It was a moment to realize that all those small details matters. It was a good lesson.


Part 2. Texture and Lighting

Texture and Lighting - The two most fundamental elements in Architectural Visualization. This part was the part where I struggled the most yet the part I did enjoy the most.

I realized that in order to create something realistic, you need to know how to apply textures to an object properly. I personally do not know the perfect method to apply texture to an object. Even if I did add an texture, it felt unreal. I always became fascinated by people who applied more than 2 textures to an object, processing them in a manner so that not only controlling the way it looks, but the displacement, and the realistic reflections and the shadows, with total freedom. This was what I had to do next.

 
 


 

Also I realised that I need to work and study more on how to apply different shaders to create the necessary effect applied to the scene. Shaders are one of the most powerful tools which allowed me to easily visualize how the textures and compositing of an blender scene is rendered at the moment. If I were to study more in depth and fully understanding what each nodes could do, this will be my game changer.

 


 

Part 3. Post-Production

This process is the most awaited process for me since this was the process that I could actually see the ending and actually be excited about how good the scene looks.

The post-production was mainly (purely) done with Photoshop for this work, and one interesting thing that I did there was that I applied all of the vegetation which surrounds the architecture all with photoshop. The reason was that I realised that I am not yet skilful at adding vegetation to my scene yet. It looked rubbish when I did it. Hence for this scene I decide to apply during the post-production stage. Hopefully I will be able to add some decent vegetation during the 3D modelling process for my future works.

 
 
 
 

The process was not that difficult than I expected as I saw numerous videos from YouTube on how to create an Architecture Scene with Photoshop. With the help of the internet, I did my best to create as naturally looking scene as possible.

 
 
 

Conclusion

The process was hard. I didn't expect to be easy and it was true. Architecture Visualisation takes a large amount of time and effort in order to create the scene which looks decent and realistic. 

What I am satisfied here is that I was able to learn quite a lot of things from this study: the importance of studying textures and lighting, ability to take more time for the details in the scene, et cetera. For next work,  I hope to see more improvement on creating an Architecture scene, bringing my skills to next curve.

 
 

 
 

Concept collaboration with Superior (슈페리어)

 
 

Last week, I got a call from a person I know from church asking my help with 3D modeling a concept bag. The idea was this: he wanted to explain and suggest the possibility of utilizing the process of 3D printing for a bag.

Hence I requested a design of the bag and started to draw out very simple sketches of 3D modeling of the bag. The process was rather very relaxing and had some fun making these. I hope to see these concept designs develop and end up something interesting.

The design was very simple hence it didn't take up much time to create the 3D model of the piece. Below are few renders that I did for the design:

 

 
 

 
 

 
 

Blender | Airplane Interior Scene

 
 

It's been a while uploading blender speed modeling videos online since few months ago. Now, I am back on track and this is a simple blender modeling of an airplane interior scene that I did for quick practice.

 
 
 

Gallery:

 
 
 
 

 
 

 

Transformers Movie Intro logo

 

The usual routine to get back to work - It was one morning I was just surfing through the net and discovered something that I want to create with blender. It was the none other, the Intro animation of the Transformers logo. When I first saw the footage, I was amazed by the quality that blender animation software can offer, and thought I can learn a lot of stuff by following the tutorial.

I created two videos: one video is the final animation and the other one is the breakdown version of the animation.

This is my study of Transformers Movie Intro logo animation. Hence all the credit goes to Blenderstar, who created the tutorial for this animation.

 
 
 
 
 

After creating this animation and comparing to the original animation (by Blenderstar), I realized that there could be more improvements that I can add. Hence I will be focusing on developing this animation in the later future.

 
 

Blender Walkthrough! - Hotel Interior Scene

 

It's been a while since I uploaded my work on the internet; I fortunately (?) had some things, actually, a lot of things to do. Hence I was not able to keep up the pace as I planned. I am trying to get things sorted to get my working pace again.

This time, the video that I am uploading is different from previous videos; it is a walkthrough video of explaining what and how I created this scene. Just to let you guys know, this is not a tutorial. Rather a brief explanation, explaining few process when doing the scene.

Hope you guys enjoy, and hope it helped lot of you guys!

 
 

Blender ∣ Modern House Interior

 
 

Starting the new year of 2014, I decided to focus more on the architecture and interior architecture with 3D modeling. So here is my first work of interior scene that I did for modern house interior scene.

As you have noticed, the process videos are split into two sections: the modeling part and texture & compositing part.

For texture and compositing, I used blender and photoshop for post-production.

 

Modern House Interior Part 1 - 3D Modeling

Modern House Interior Part 2 - Texture & Compositing 

 
Final image - Modern House Interior

Final image - Modern House Interior