Hey! My title is Eirik Djuvsland, and I’m a self-taught 3D artist from Norway.
I began studying Blender 3 years in the past. My tasks are normally targeted on classical, fantasy, or sci-fi structure.
The thought for the Greek-style pool scene got here whereas I modeled the columns. I normally mannequin property for my asset library in between renders after I’m making an attempt to provide you with a brand new thought. Then I used Pinterest to assemble references that I added to PureRef. I ended up with loads, however listed below are some key ones:
When modeling the Corinthian columns, I began with the corners like this:
Then, I made the assist beneath the nook piece and within the center utilizing the identical technique. I made the leaf form utilizing a airplane with loop cuts, together with subdivision, solidify, and bevel modifiers. I additional formed it utilizing the proportional edit instrument, bending and rotating it to suit the curvature of the pillar. As soon as I crammed one aspect, I mirrored it over.
The jars are made with cylinders and proportional modifying by extruding faces and beveling them.
Listed here are the fashions of the pool stairs and fence.
I used textures.com for the textures and adjusted the colours to make them extra coherent with one another. The primary marble texture is from this picture texture with a bump node within the regular enter, and an ambient occlusion node with a mud texture because the shadow.
I made a number of copies of the identical texture with totally different ambient occlusion values to keep away from overshadowing sure areas whereas strengthening others. The ground texture has ambient occlusion as nicely for extra filth buildup between the flowerbeds and the ground.
For the pretend pool caustics, I break up the glass tile materials in two by loop chopping, one with it and one with out.
I then adjusted the loop lower to align with the pool’s shadow.
The water shader is from Max Hay’s tutorial, Creating Practical Water in Blender.
For the pretend caustics, I used the assistance of Cartesian Caramel’s tutorial, Straightforward Caustics in Blender!
The lighting setup is fairly easy, utilizing an HDRI from Poly Haven and a solar lamp. I take advantage of each for extra management over the highlights and general distinction of the render. The god rays are from an Ian Hubert tutorial on Patreon.
To extend shadows within the foreground, I used a dice across the digital camera. The brightness will be adjusted by scaling the dice or giving it a darker materials.
I do a lot of the compositing in Photoshop, however add somewhat lens dispersion in Blender.
When rendering, I included a mist go and an ambient occlusion go. I mixed these in Photoshop earlier than I did coloration correction, and added somewhat grain within the digital camera uncooked filter.
Max Hay has an excellent tutorial on Photoshop post-processing referred to as, How To Edit Your Renders With Photoshop.
RENDER – Greek Pool
And right here is the ultimate consequence! Thanks for studying, and do observe my socials if you happen to’d like. When you’ve got any questions, I’m comfortable to reply.
In regards to the Artist
Eirik Djuvsland is a self-taught 3D artist from Norway.