PROJECT DATE: 21/09/2021
Initially, my goal here was to learn the fundamentals of 3D modelling a more complex design (the chair in this instance), as I wanted to venture out from the more blocky modelling work I was used to. Each piece was modelled to the exact form and dimensions of the original counterpart. Then, I wanted to learn material creation and texture painting using Substance Designer and Painter, respectively, to create the PBR materials for the black wooden rift pattern of the table top. This material could not be sourced as a premade asset anywhere online, and thus forced me to finally learn Designer. I had relied on sourcing pre-existing materials up to this point, so this was highly educational. However, as scene composition went on, I branched off into learning the use of render passes, which then lead to learning compositing basics, and understanding how each pass worked and how it could be used to greatly enhance the post-process work. Picked up DaVinci Resolve's Fusion along the way and the workflow has been both extremely fun and rewarding.
DCC: Blender 2.93.5, Substance Painter 7.3.0, Substance Designer 11.2.2
Model: Interior structure, table (TÄRENDÖ, IKEA), chairs (ADDE, IKEA), cart (NISSAFORS, IKEA), and cupboard were modelled by me. The rest were sourced from Poliigon, Quixel Megascans, BlenderKit, Sketchup, CGTrader, TurboSquid, PolyHaven and Blend Swap
Render Engine: Octane Render Prime for Blender 2020.2.5
Sample count: 2000 (denoised, all renders)
Render time: 04:45:51, 04:23:81, 00:17:23, 00:16:11, 00:17:28, 00:06:03, 00:09:01, 00:09:42 (in order, not including clay renders)
Specs: i9 9900K, RTX 2060, 64GB RAM
Color space: ACES 1.2
File format: 16-Bit Multilayer EXR
Post-process: DaVinci Resolve 17.4.1, Photoshop 23.0
TÄRENDÖ, IKEA
ADDE, IKEA
NISSAFORS, IKEA