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Blender: Making of Artist's Office - Tip of the Week

Michał Franczak 2019-11-27 10:48 tutorial  > Blender  > modeling

We are looking at the small interior scene from Archinteriors vol. 33 for Blender.

This scene comes from Archinteriors vol. 33 for Blender - a collection of 10 modern office spaces compatible with Blender 2.8 or higher, prepared for Cycles render engine. Whole collection and separate scenes are available in Evermotion Shop.

 

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This image was rendered in Blender and Cycles. We also made this scene for 3ds Max / V-Ray a while ago

 

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The scene in Blender viewport. we have 295 objects in the scene and 1,4 million faces, but everything runs smoothly even on a mediocre PC.

 

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Overview of the scene. You can see cubic shape (currently selected, with yellow outline) that includes our building mesh. It has a special kind of shader - Volume Scatter and simulates foggy atmosphere inside our office.

 

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Volume scatter settings - density 0.002 is enough to create the sense of atmosphere in the interior.

 

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Camera settings. FOV is set to 89.6 degrees, which is equivalent of wide lens 16,12 mm. 

 

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Camera is tracking to target - it is constrained to empty object (this is the easiest method to create target camera in Blender).

 

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Overview of the scene. We have a main building on the left, with our office interior and we have two more buildings on the opposite side of the street.

 

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We placed two cars in our scene. Yellow cab.

 

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Another car in front of our artist's office.

 

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In Blender 2.80 we can set viewport to Material Preview.

 

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Building outside.

 

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Building material. We used a single material for this mesh and three textures. 

 

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Buiding material

 

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Building texture - diffuse

 

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The second texture is for specular slot. This way we can have very reflective windows and rough elevation using just one material slot.

 

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Lighting - we used Sun lamp with big intensity (300) and slightly warm color.

 

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Another light component is a world background solid color with a blueish tint, intensity 500.

 

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The third light component is the emission plane that we placed above the building. It has a strength of 100.

 

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Electric teapot, one of our meshes in the scene.

 

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Teapot mesh detail.

 

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Interior furniture and props.

 

 

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Final render.

 

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Compositing nodes - we used glare node to add a bit of glow effect. We also desaturated final image (0.850 instead of 1.000) with Hue / Saturation node.

 

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Thanks for reading! :)

Browse Archinteriors vol. 33 collection.

Author: Michał Franczak Editor: Michał Franczak
Tags: archinteriors office interior blender vol.33 archinteriors artist office interior vol.33 artist
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