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Behind the Scenes: Isometric Bed Room

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INTRODUCTION

Hi, my name is Olivier Mornet, but I go by the name "Toro Render" on social media. I am from New Caledonia but currently live in Montreal, Canada. I am a beginner  in Blender and started using it in 2023 around June or July.

While I am a hobbyist, my goal is to either land a job in the game industry or make a living out of my art. I work as a graphic and web designer from 9 to 5, but I also enjoy drawing in my spare time. After leaving a toxic company, I decided to finally pursue something I  had been eyeing for a while: Blender. I began with basic tutorials, and after my first renders, I was hooked. I am still working as a web designer to stay financially  stable. 

INSPIRATION

This artwork was created after following tutorials from Polygon Runway and 3DGreenhorn. I constantly seek inspiration on Instagram, my favorite source for  artistic ideas. The goal here was to assess if I had progressed enough in my journey to create an artwork without relying on tutorials a sort of self-exam to gauge  my strengths and weaknesses. 

I chose to depict a bedroom/office, as it is the type of room where I spend the most time. The elements in this artwork are mostly real-life assets that can be  found around my house. 

PROCESS

For this project, I exclusively used Blender. The objective was to evaluate my proficiency in modeling. I primarily used my own office as a reference, incorporating additional  objects to enrich the room and introduce some challenges. The aim was to create a space that is cute, cozy, and not overly cluttered. I sought a balance between stylized and  realistic elements in the room. 

Modeling

For the modeling phase, I began with the floor and the main walls, opting for a classic isometric view for simplicity. 

Next, I tackled the key components of the room: the bed, desk, and library. The focus was on establishing a well-balanced composition by blocking out the main shapes and  ensuring proper scale. To achieve the cozy and cute aesthetic, I exaggerated some bevels and proportions on the furniture, primarily using the Bevel and Subdivision Surface  modifiers. Detailed work wasn't my priority at this stage; I aimed to create the main elements and adjust them according to the render view. 

Rendering

For rendering, I utilized an add-on called Isocam, which streamlines the setup for isometric renders. With the main elements defined, I proceeded to add details like shelves and various objects to enhance the room's visual appeal. Throughout this process, I maintained a focus  on balanced composition and visual comfort. 

Detailing

To create realistic wrinkles on the blanket, I employed a light cloth simulation, followed by sculpting for added interest. 

Finally, I introduced plants to introduce natural elements to the scene. For the ivy on the library, I sculpted the main shape and converted it into an emitter for the leaves. To  infuse dynamism into the hardwood floor, I added randomness to the plank lengths. 

Materials

The materials in this scene predominantly consist of simple shaders that I crafted personally. 

Wood Material: I employed a combination of musgrave and noise textures for the wood material, utilizing a color ramp to introduce subtle color variations.

Blender kit Materials: I also incorporated procedural materials from Blenderkit's official website for certain elements.
 

If you're looking for high-quality materials, I recommend checking it out. 

Lighting

For the lighting, I opted for a straightforward setup with a Sun light and area lights as the main sources. Since the scene includes lamps, I added point lights to create a specific  mood and highlight certain areas. 

To convey the setting of an office in a basement, I introduced a spot light simulating an outdoor source through a window. To enhance this effect, I incorporated volumetric  lights to showcase sun rays within the room. Additionally, particles were added to simulate floating dust, contributing to the warm ambiance of the scene. The volumetric light effect was achieved by using an emission shader on basic shapes. Instead of utilizing the surface slot of the emission shader, I applied it to the volume slot  to create the desired "ray" appearance. 

For the ceiling lamp, I employed a curve with an emission shader and an oval shape with a volume scatter material. This combination created a diffused light effect around the  neon, enhancing the overall lighting atmosphere. 

And that was all! Here are a few renders of the final result. 

RENDER : Isometric Bed Room

I would like to express my sincere gratitude to each and every one of you for taking the time to read this article. Your attention and support mean the world to me!

A special thank you to Alina Khan and BlenderArtists for featuring my artwork and providing me with this incredible opportunity. It is truly an honor to be recognized by such a fantastic community.

If you enjoyed the content and would like to stay connected, feel free to follow me on Instagram. Looking forward to sharing more with you soon!

About the Artist                       

Olivier Mornet is a digital artist who recently discovered a passion for Blender and 3D art. By day, he works at a web agency in Montreal and during his free time, he  immerses himself in the world of 3D, eager to absorb as much knowledge as possible.

About the Author

Avatar image for Alina Khan
Alina Khan

A self taught 3d artist, who seeks to excel in the computer graphics field. Currently a freelancer and the editor for the 'Behind the Scenes' at Blender Nation.

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