Create a Modern Interior : Blender Tutorial - 6 of 7

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Learn how to achieve Realistic Interior Lighting in Part 6! We start by setting up an HDRI map and add some Light portals to control the light and reduce noise, then go on to UV Unwrap our objects and start on Materials!

Textures:

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This series will get me back into Blender! Thanks Steve :)

BlockArts
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Your tutorials is awesome for both beginner and professional

zian.
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Finally! One of the best series I've ever seen!

nikola_t
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just started messing with blender and thankfully found this super series of videos. really appriciate this fantastic guidance sir!

tonykett
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Great...The best blender tutorial series till date...

AlexAugustinex
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Great teacher, even paced and easy to hear and understand. Thank YOU! absolute best instruction...

petie
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I think it is amazing how you are able to get these out nearly every day. Props, Steve!

sparrowthenerd
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4:45 If you can't find colour management in blender 2.82, it's because it's at the bottom of the Render tab

lightningthebeast
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You're very talented ! Thanks for this amazing series !!

heveycreations
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Thank you very much for this awesome tutorial. I have learned a lot and it will improve my future projects with Blender. Best regards.

Carlosruizart
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massive work on the materials! well done

edolat
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Really I love CG Geek.... UR the boss, awesome video.

SkorgeGames
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I've marathon'd the series up til now.. Having never tackled texturing at all, 'uv unwrapping' is both intriguing and confusing :-D so what we're looking at over on the left is basically all the surfaces, laid flat over the topdown texture image, and so wherever the geometry sits on that texture.... That's the portion of texture which ends up on the surface? I'm not sure that's right though... Because often times, I see you increasing the scale of certain surfaces way beyond the bounds of that texture image.. Again, I'm a texture mood.

This is a deep chapter, I've done a lot of modeling with sketchup over the past year and most of the modeling I can keep the pace with. The sculpting looks amazing, sketchup has nothing like that. Looks enjoyable.

So lastly, where on earth did u learn so much about the lighting and textures? Nodes! Links! Multiple maps per surface, this is all so new to me!

SkillipEvolver
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Steve, I noticed you set most of those colours without using the Preview on the texture tab. I take it you already knew what values you needed for each of the option in the shader? I had no clue what each change to a value you made would do.

DavidChipman
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6:25 rather then scale this along x in the view port, you need to select "rectangle" from the dropdown where it currently says "square" and adjust the size in the tool panel. Without this you'll still be dealing with a square portal not covering the entire entry point. (even though it appears to be a rectangle in the view port.)

RileyBrownMusic
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can your next series be"how to make a 90s apartment interior" or something like that?
just a suggestion

onionboy
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Before I found out about the render border, I was cutting and resizing the viewport to speed up Cycles preview

derekdjay
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You better not play with Specular and Roughness together. In PBR logic, Roughness is enough.

adrianoufrb
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Like the new Filmic color managment is it like the encoding base made by a blender user which gives you a higher range of f-stops?

xepaix
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I will have to take your word that more specular and more bump and the colour looks good, because I can't see anything in but noise in the image. This is what I hate about 3d and texturing and rendering. :(

jamesgreen