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Behind the Scenes: Gramophone



Hi everyone! My name is Amoon Rojo. I'm a 3D artist from Mexico who works in the architecture and interior design industry. My work involves creating photorealistic renderings for commercial and residential areas.

It's been two years since I started working with Blender, and now it is an essential part of my workflow process.


A gramophone is an old sound device that consists of a horn and a turntable. I wanted to make one for my portfolio. Let's check the processes for the project!


The mesh consists of basic box modeling with cubes and cylinders. I did use the boolean tool to weld them into a single object.

As for the ornaments, I went with curves and used the extrusion parameters in the curve editor. After creating a plane out of the lines, I altered the width of each vertex with "alt + S". When the shape was done, I changed the curve to mesh and welded all the parts.


For the materials, I used Mixer and downloaded a wood material from Ambient CG. For the metals, solid colors were mixed with noise masks in each layer to create degradation for the albedo and metalness maps.

Then I added a simple color map with a curvature mask to make the dust effect. The vinyl texture for the disc is from a photo reference.


As for the lighting, the setup consists of an area light positioned on the top of the object, with multiple point lights for ambiance and sunlight for the rim light. For the volumetric effect, I added a volume scatter node mixed with a volume absorption node in the volume socket for the world output.


The render was made in EEVEE with the cascade and cube size at 2048px, and high bit depth active for the shadows.

And finally, in the composition tab, I added a color balance and glare node to add more detail.


Thank you for reading, I hope you enjoyed this article. Have a nice day!

About the Artist

Amoon Rojo, a freelance 3D artist, currently working in the architecture industry in Mexico.



About the Author

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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