Book Image

3D Environment Design with Blender

By : Abdelilah Hamdani, Carlos Barreto
Book Image

3D Environment Design with Blender

By: Abdelilah Hamdani, Carlos Barreto

Overview of this book

Blender is a powerful tool for creating all kinds of visual assets, but with such power comes complexity. Creating a photorealistic 3D scene seems like a Herculean task for more than 90% of 3D designers, but don’t be discouraged! 3D Environment Design with Blender will get you up and running. This practical guide helps reduce the complexity of 3D environment design, advance your Blender skills, and produce lifelike scenes and animations in a time-efficient manner. You'll start by learning how to fix the most common mistakes 3D designers make with modeling and scale matching that stop them from achieving photorealism. Next, you’ll understand the basics of realistic texturing, efficient unwrapping and achieving photorealistic lighting by turning an actual reference of a wood cabin into a realistic 3D scene. These skills will be used and expanded as you build a realistic 3D environment with natural assets and materials that you’ll create from scratch. Once you’ve developed your natural environment, you’ll advance to creating realistic render shots by applying cool camera features, and compositing tricks that will make your final render look photorealistic and pleasing to the eye. By the end of this book, you'll be able to implement modeling tricks and best practices to make your 3D environments look stunningly lifelike.
Table of Contents (20 chapters)
1
Part 1: Turn a Real Reference into a Realistic 3D Scene in Blender
7
Part 2: Creating Realistic Landscapes in Blender
12
Part 3: Creating Natural Assets
15
Part 4: Rendering Epic Landscape Shots

Most Common Modeling Mistakes That Prevent You from Achieving Photorealism

Have you ever tried to create a photorealistic scene in Blender? Are you looking for a step-by-step formula to help you achieve photorealism in Blender? Do you find yourself stuck getting the right settings? If so, you’re not alone.

In this chapter, we’re going to break down the three modeling mistakes that most 3D designers make that prevent them from achieving photorealism in Blender.

Modeling represents the foundation for what’s coming next: texturing, UV mapping, lighting, compositing, and rendering. Getting the foundation wrong will make all your efforts be in vain, so the goal of this chapter is to help you get the modeling foundation right.

The first mistake is relying on only your eyes to estimate the scale of objects you’re modeling. When it comes to photorealism, getting the right scale plays a crucial role. So, we’ll be discussing the Blender unit system and how to perform research to get the right, realistic measurements of objects before modeling them.

The second mistake is related to scale matching: most designers immediately dive into creating a 3D scene based on a real reference without doing any scale matching. This makes it really hard to get the same camera settings, such as position, rotation, and focal length, that an actual photographer would use. This results in an unmatched result to the reference you’re working with. To overcome this issue, we will learn to use fSpy, a tool that allows you to replicate the camera settings adopted by a photographer (focal length, camera position, and rotation) when taking a picture of an actual image and export it into Blender. We will explore how the fSpy interface works, how to use it, and how to install the fSpy add-on into Blender and import fSpy project files.

The third mistake is modeling without the bevel modifier on. By the end of this chapter, you will understand the importance of using the bevel modifier when modeling and the role it plays in achieving photorealism. You will also understand the different beveling settings and how they work inside Blender.

In this chapter, we’ll be covering the following topics:

  • The importance of using a real-world scale
  • Learning scale matching using the fSpy program
  • The importance of using the bevel modifier when modeling