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Behind the Scenes: Dark Bedroom



Hi! My name is Gideon Adebowale. I'm from Nigeria, and I've been working in 3D for more than 2 years now. I have a background in graphic design. I learned the skill when I was very young, and I believe that's what influenced my love for computer graphics.

As a kid, I really loved reading comic books, especially "The Indomitables." The way the stories are told and the beautiful look they have always excited me to read them. I wanted to start my own comic book, but I wasn't extremely good at drawing, so I discovered 3D. That's why I started learning it.


I love architecture in general, especially interior design, because many of my earlier works are architectural renders even without me realising it.

One day, while browsing the web, I came across an artwork that stood out to me. Most of the interiors I had seen were bright, joyful, and warm, but this particular interior was dark and exceptionally beautiful. I decided to create something similar for practice since I was still struggling to create decent-looking interiors at that time. I used an artwork by Drews Diego as a reference.


For modelling, I always use a human model as a reference for the size and proportion of an interior room and the objects in it.

The modelling process was very simple. I typically start with a rough block-out of the scene and then move on to adding larger details before refining the smaller ones.

I use techniques such as extrusion, loop tools, and the measurement tool in Blender for quick measurements, especially for interior modelling.

For the bed and books, I obtained them from Zeelproject and Blenderkit. I re-textured the bed to ensure it blended well into the 3D scene.


When it comes to materials, I like to create various materials in a separate Blender file because it's a more optimised way of texturing models. I then move the textures to the original blend file of my projects.

Another method I use is to copy the model I want to texture from the interior and paste it into a separate Blender scene, including only the model and an HDRI. With this method, the process is faster.

For fabric, I like to add a sheen and set the amount to around 5. Sometimes, I also add the velvet material by mixing it with the Principled BSDF.

For the wood, I created a quick variation of colours using the object index mode with the random option plugged into a colour ramp, and then mixed it with a brown colour.

The Glass material below consists of a glass shader mixed with a diffuse shader using a very low factor. This creates an illusion of dust on the surface. I added an imperfection map to the roughness, which I obtained from


For the environmental lighting, I used just an HDRI that I got from PolyHaven.

I also placed an area light at the door to boost the incoming light. I enabled all the curtain ray visibility options under the object's properties, except for the camera option. This allows the light to flow in without the curtain blocking it.

And that was the end of my process. Below are the final renders!

RENDER - Dark Bedroom

Thank you very much for taking the time to read my article. I hope you liked my artwork and found some useful insights within the article. Have a wonderful day!

About the Artist                       

Adebowale Gideon is a 3D arch-viz artist from Nigeria. He is currently working as a 3D artist intern at Orange VFX Studio, based in Lagos, Nigeria.                                     

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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