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Behind the Scenes: Interior Visualization

7

About

Good day. My name is Denis Chursinov. I am from the city of Kaliningrad (Russia). I am engaged in architectural 3D visualization on an ongoing basis. I am available to work with clients and make visualizations of spaces according to their technical specifications.

I quit my job at the beginning of March 2020, which is when I started actively learning Blender.

Since I am from Russia, my main language is Russian. And when I started learning Blender, I discovered that at that time there were practically no training videos on architectural visualizations in my native language. I had to gradually learn something from the English-language videos. Nevertheless, someone who wants to achieve something will always come to the goal. So I, in small steps, moved towards my desires.

As you may have guessed from the title of my work, this was an order for a designer. Therefore, I created Julia's fantasy.

I just tried to take into account all the requested features and add a little realism.

In terms of inspiration, the references provided by the client helped a lot.

 
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Resources

As for the tools, everything is very simple. I take almost all the models from the site 3dsky.org because the deadlines are often tight and it takes a very long time to model myself. I advise everyone to use different sites with models, it saves a lot of time. Occasionally I model something, usually simple facades, cabinets, or tables (things that have simple shapes).

As for the materials, everything is straightforward here too—the wall material was taken directly from the manufacturer's website. By the way, life hack: on the manufacturer's websites (tiles, paint, plaster, laminate, parquet, vinyl, etc.), very often, there are excellent textures. If they are unavailable, then you can always write to the manufacturer by mail. They will answer you and provide you with the material you need. The tiles on the floor are from the Azteca factory and on their website I was able to find the textures I needed. All metals are procedural textures; they are very easy to make, just set Metallic to 1.0 and tweak the Roughness. The wood texture was taken from the internet. Don't be afraid to use different Roughness for different materials because all materials in nature are different.

Rendering

All images were taken from 3000 samples, except for the hall, because the time was tight, and I had to reduce the number to 2000.

Lighting

I'll tell you a little about lighting. The light outside the window is an HDRI from the HDRI Haven.

There are two area lights. One is set to 70W and directed at the kitchen window. The other is set to 300W and is directed to the bedroom window, as there I wanted to show a more cozy and warm atmosphere. The kitchen was supposed to look colder and more austere.

IES

Also in the kitchen, there are light sources with IES. I advise everyone to use IES for more realism. And, you can download them on the Internet without any problems. In the hall, IES are also used on spotlights, as well as two point lights in the pendant lamps.

The exposure is set to 2.0 so that the scene won't be dark.

Compositing

All post-processing I did in Photoshop except denoise, which was done in compositing in Blender.

Final notes

Everyone has their own tricks, so I will be glad if it helped someone or was just interesting. Honestly, I don’t know what else to talk about, because everything is too simple.

By the way, I would also like to say that I usually draw inspiration from two of Blender's masters of architectural visualization—George Turmanidze and Paweł Pęcherzewski.

P.S. The main thing is the details, the more time you spend on the details, the more realistic your work will be.

About the Author

Denis Chursinov, 3D artist

 

 

About Author

Abby Crawford

I've been a part of the BlenderNation team since 2018, producing Behind the Scenes and Meet the Artist features that highlight Blender artists and their work.

7 Comments

  1. Great article and lovely renders, the tip about ies lights is much appreciated. Just out of curiosity, why did you use composite denoise? From my tests it seems to be the worst option in blender, where as optix denoise seems to work a lot better. Composite option typically smears where optix actually seems to ai the noise out.

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