This video is a tutorial on creating professional and realistic interior scenes in Blender. The tutorial covers various techniques such as modeling, texturing, lighting, rendering, and post-processing. The author, George Turmanidze, has been creating maps for Dungeons and Dragons using Blender and has released numerous maps for people to have adventures with their friends.
To create a comprehensive interior scene with 3D objects, multiple light sources, textures, and colors using intermediate modeling techniques, the author provides an in-depth guide to creating them. The tutorial covers modeling, texturing, lighting, rendering, and post-processing techniques. The author also discusses the use of geometry nodes to quickly create a complete world that can be expanded easily.
In order to create a realistic interior design with 7 years of Blender experience, the author suggests using instances as a base for building a map. This can be done by starting with a simple landscape and adding houses, streets, animals, trees, and animated people. The tutorial also emphasizes the importance of lighting and composition in creating realistic interior scenes.
In conclusion, this tutorial provides a comprehensive guide to creating realistic interior scenes in Blender, covering modeling, texturing, lighting, rendering, and post-processing techniques. By following the tutorial, users can create realistic interior designs for their portfolios and other projects.
📹 Create Custom Buildings in Blender – Lazy Tutorials
SO. We did one of these a while back, and it’s all well and good- but this version lets you more creatively model full 360 buildings, …
📹 how are massive game environments made?
Check out my Unreal Engine for Beginners course: https://bit.ly/3k5xCNH My other courses: https://courses.stylizedstation.com/ …
Love the tutorials. As someone who was interested in Game design I was always interested in creating assets for games and got into blender and your tutorials are absolutely brilliant for understanding and using blender for all types of 3d modelling. I would love a tutorial on camera effects within blender/ mist, clouds, filters and all sorts.
I have something to tell you. Yesterday I neede a few minor details for a stupid render I’m doing for fun. I needed a wall of servers for a room in the background of my scene. I talk to myself saying “Oh I don’t want to model all these serves…come on…I’m lazy today”. So I remembered your talk at the Blender convention and you lazy tutorials and I sais: Let’s make all fake with photos like that guy! Boom….20 minutes later I have my servers in the lab with blinking lights all with photos and a few boxes and extrusion. They look awesome! Eh eh…sometime people forget about simple stuff and do things so complex for no reason! Thank you.
these tutorials are great! I’m past the point of “model a donut” but not quite comfortable enough to really get into some of the projects I want to do, and following these tutorials are great practice. They really force me to practice and remember shortcuts, as well as explaining some fun concepts that I probably otherwise wouldn’t use. Even though I don’t plan on a hyper-realistic style, but image mapping makes it so that I don’t get discouraged by bland textures and can really practices basic modeling concepts without feeling deterred because I’m not so worried about texturing. Also since they’re short, my bad attention span can watch the whole thing and get started right away and I don’t have to struggle to sit through a half-hour article or spent ten minutes just finding the step that I’m struggling with. This means that sometimes the solution isn’t always clearly presented, but that means it’s a bit like a puzzle and keeps me engaged. Your tutorials are the reason I’ve been practicing modeling more, and I can’t thank you enough. It’s like something clicked and it’s really fun to learn now. You are a gift <3
Thank you Ian, there are allot of good tutorials on 3D, but they get to wordy or caught up in the tools, but your tutorials manage to focus on the core concepts and can be used even outside of Blender. Please keep posting articles. I do have a couple of request! Can you do a Lazy Tut for Water/Oceans and Clouds?
If you are looking for apprentices to come and live in your shed, please allow me to apply. I am lazy, and I have self- taught myself laziness, so I am very good at it. Most of all, I am an expert dreamer, due to my diligent laziness, which often causes me to close my eyes and do the eyes-closed, lazy-think. In summary: something something. hope to hear from you soon . Regs.
Rockstar doesn’t use a modular workflow, so that RDR2 example isn’t entirely correct. They just have a shit ton of artists. Working modular is usually the way to go, but it depends on the tech. Some engines don’t handle drawcalls well, so then you are better off going for something semi modular or non-modular, or merging modularly built things into larger chunks at some point to reduce drawcalls.
My maps are procedurally generated, and I also have quite a complex path finding algorithm that make it possible to place buildings and points of interest where they “make sense”, certain distances from a list of other points, etc. It gives me so much functionality in terms of randomness, on-the-fly tutorial-stuff and AI play.
I remember that when I created my first 3D map I made the houses from the map plane itself by extruding. Not only was this pretty inefficient because I ended up having a single object with a billion applied textures but it was also a pain to clean up because the houses would clip together on the edges. This right here explains a lot… Well… Beginners like myself do stupid things :}
This is half right. Dev also make code to procedural generate towns and cities and the buildings that populate them. It takes modular parts, and orders them based on it’s function(corner sides, building faces, etc). Then use a city block or town creation to build the collection of pre-made buildings. Also, theu still create the asset to make manual changes when needed.
Very interesting! I always appreciate a well-made environment, especially for how much work it actually takes! I really appreciate the personal touches to make a world feel inhabited and crafted by artists and it’s also really cool how much they can do with nodes. Just change a few things and it’s doing massive amounts of work for you!
gotta be careful when saying “node based software” as the term “node” is highly overloaded in the space of computer science. NodeJS? graph node? execution node? other kind of node? that said, this is good stuff. as a professional software engineer, I approve this article – it has quite good and accurate content 👍
I love game design. Sadly, most gamers don’t understand at all how much effort it takes to craft a good game. It makes me happy that good games naturally get the attention they deserve though (in most cases). MoCap, hand made animations, voice actors, programmers, environment artists, model artists, and the list goes on and on.
1. What is this Houdini staff? Is it real that ezly creating a city? 2. Never try Gaia, looks problematic for game engine like collision. 3. I’m using Maya, don’t know how to procedural in Maya or Modular. Is Maya have that? Thanks. That was giod article. I’m a new environment artist, my 3. month at worm so i have to know all of these. Thats why i asked.
Thanks, always wondered the actual procedure of making in-game world environments. Never thought about modular kits, but it makes a lot of sense now that you mention it. Great visual presentation as well — I’m a sucker for practical demonstrations and applications, and you did a great job on that part. I’ll have to check out more of your articles 🙂
first part was kinda wrong.. prodecually generated terrain is “continuing generating” terrain, or terrain that has no “manual editing” although gaea (shown) or Worldmachine use Perlins and Voronoi´s to generate them, they create finite worlds that are eroded, warped and displaced, that cant be much done “procedually” one could argue the, that the population of the terrain is “prodecual” .. but in most cases this is also manually edited
I’m really interested in procedural terrain generation but from trying Gaea out myself I’ve found it difficult to properly use the generated terrain for a game. It’s really difficult to comprehend the scale when making terrain. A tiny denture you could barely see in Gaea might be a massive basin that takes up your entire FoV in the game. It’s really hard to create an entire world on a single terrain-surface as the terrain will usually follow some uniform patterns you select making it hard to add a lot of variety (like different biomes with vastly different geological structures and shapes) but if you try merging multiple pieces of terrain together (which is already difficult to do well on it’s own) you could often run into the problem of working with different scales between your terrains and then it just doesn’t fit together. Lastly I always ended up with weirdly sloped or uneven/bumpy surfaces which weren’t particularly fun to run around on. Sometimes having a rather flat-ish surface makes the gameplay work a lot better. I’m not particularly good and there are definitely workarounds for all of this but don’t go about thinking it’ll be a breeze like I did.
Commenting this before perusal the whole article: I would be really disappointed if you didn’t include Genshin Impact or Red Dead Redemption 2, as these are definitely the most beautiful and most massive (actually alive) game worlds I’ve ever seen. In Genshin, the fact it has a map of literally 3 nations currently and that will be a total of 8 in the future, with Sumeru just a few weeks ahead of now, this simply can’t go ignored.
Yeah.. this is all cool and all, except for the fact that making your models is a lot of work, not to mention making a bunch of different models with the same theme like the castle u mentioned in the article, you can choose to download some assets online. This article makes article game world building sound easy, but its pretty complicated.
im wondering, how are they textured all these models? For example, there is a chair in building on rdr2. There is lot of chairs in rdr2. So, no need to make 1 unique material and texture for each chair i know that. You can package all of the chair textures to a canvas like 8000×8000 resolution. But i dont think they doing like this. Do you know what is the real answer?
I have been thinking about this technique also writing automated system for each individual game component for generations than modify and add custum things if needed, far back like at 2013, for automating the procedure of making a good game, but my idea got abandoned really because I didnt get any real good idea for game what should be really ethical / fun at the same time, not like nowadays games, but creating something unique and new. Maybe its because its impossible, and all genres just overkilled and played out, there is really hard time at making something new, I never experienced anything else whats get out of time so fast, like gaming industry, games, are just totally played out with all the possibilities, graphics and effects got better, but the games doesnt have that much idea behind like back at 90s, also it got its own industry now, it wasnt like this. My best idea yet is an RPG / Sandbox with own combat system, and story.
Except… Elden ring wasnt procedurally generated like most other open world games. The devs specifically hand crafted each area to make sure that no matter where you went, each veiw and each discovery of a new area felt like a cinematic shot. That isnt to say they didnt use it for things like the grass.
The key to making large open worlds not feel empty is to implement city builder and to an extent colony builder mechanics into them. Take the concept of base building in an open world game to its logical conclusion and either make a full blown city builder on the same engine (released first and then used as a sort of map editor to develop the open world game) or include it into the game itself. As for procedural NPCs I’d suggest something I like to call “Dunbar trait scaling” normally in a game like the Sims each sim has a set number of traits that are hidden from the player’s Sims until they discover them by getting to know them. “Dunbar trait scaling” would procedurally GIVE the npcs new traits the more time you spend with them. Random npcs on the street you never interact with would be no more sophisticated than the average Cim in cities skylines or pedestrian in GTA, going to work, going home, maybe going to a store etc, but not really any more advanced than that. They may not even have a consistent name or appearance. The more you interact with a set of npcs the more you learn about them. However the total number is based on how many NPCs you know. Since giving tens of thousands of NPCs in a massive city all these traits would be ludicrous, the number of traits for how much time your character spends with them would be based on dunbar’s number. Up to 5 NPCs would be fully fleshed out with the max number of traits an NPC can have, Up to 25 more would have a good number of traits, Up to 100 more would have fewer, Up to more 250 would have perhaps 1 or 2 traits, and an upper limit of 1500 would have consistent names and faces.
I just don’t like procedurally generated environments. They are just weird and random. They don’t have realistic touch. They are not immersive. They have the problem of as you explained “samey” and very confusing and disorienting look. Procedural generator has no regards of how the trees, the land formation, the water, the mountains are suppose to be. It has no regards to how the physics of a biome functions. It just stacks trees, ground, mountains, valleys, water randomly. It just looks like a mess. Sure it “looks” like a biome but as soon as you stare at it for more then a minute you can tell somethings amiss and somethings wrong. Very wrong. In reality trees are “randomly” grown into forest but still with a reason and purpose. You will see the random noise of the forest but you still if you look at it on a deeper level find the reason for why it’s formed like that. You won’t find bunch of different size trees mashed up together or thrown randomly. Bigger trees are deep in the forest, smaller and tinier trees are in the outskirts. You won’t find multitude of big trees in near proximity… Same goes for water, river, lakes etc. That is why I don’t like procedural generation. It looks nice with a quick glance and it is very quick but boy does it looks wrong and disorienting as soon as you try to investigate it.