Creating a Modern Kitchen | Blender 2.8 Interior Design Tutorials

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hi and welcome to build on ideas Institute of designing and this is six and sunny in this tutorial I am going to discuss about a modern kitchen which will be model in blender 2.8 which is a free and open source software and you can use it commercially free of cost now this tutorial is going to be basically I am going to discuss about the basic measurements which can be used in kitchen designing as well as how to model the kitchen into the 2.8 as well as how to keep the lighting for that so let's go into the tutorial so I am just going into the details of this this kitchen if you see the image of this kitchen you can see there is a tolerant in the left side you have an island part in the center and then on the right side you have the wooden table on the left side you have an opening to the seat out and then you have a beautiful scenery on the left so you also have a ceiling on the top also a hanging light on top of the island kitchen now when coming to the plan you can see there's a there's a tall on it on this side you have an island and the center you have the hood and hop a sink on this side and also one more sink on the island so this is basically the plan of the kitchen you have a window here and the sit out here and it's a beautiful scenery on this side so this is basically the plan you have the kitchen of size four thousand two hundred millimeters by three thousand six hundred millimeters so this kitchen is basically spacious kitchen and you have all the facilities in built in this kitchen so let's go into the tutorial now what I'm going to do is like I am importing this plan from nano car to blender so when going into Blanda what you have to make sure is that you have to make sure that the units are set into millimeters because we are doing interiors and it's very important to have a ten millimeters for the precision so let's check the units so I have given the units in millimeters so what do you do is like when you import into blender you have to make sure that we are importing this file into planta and the dimensions in planta is also in millimeters so let's just open blender so coming into blender what you have to make sure is that this is a new file which have taken Atlanta let's take a new file what you can see is like you can see a cube as well as some camera and lights in the scene when you first open blender so just delete that and then make sure that in in the scenes context you have to make sure that the units are set to millimeters so I'm setting it into millimeters and then I just do a save so that this file has been saved in whatever name you want so I'm just giving a test kitchen in Vegas I'm just saving it now I'm going to import the plan to plant a 2.8 so I'm just clicking on import and then AutoCAD drop DXF so far when you first import you can see this import AutoCAD dxf add-on so you have to just give the add-ons like going into edit references and then click on the add-ons to make sure that you just give us DXF you have this import option available for importing AutoCAD DXF files so just stick this and then close this so that you have this option however in the import so just click on AutoCAD exf and then you have to make sure that when you when you see the unit scale the coordinates are assumed to be in meters deviation must be indicated here so first initially when you import something into blender from AutoCAD or whatever or drawing software you use you have to make sure that you have to convert into millimeters then while importing so you rescale it so to do that you have to convert those millimeters I mean in this meters into millimeters so thousand millimeters is one meter so you have to convert it by giving point zero zero one so thousand millimeters is one meter so we have just given point zero zero want to convert it into millimeters and I'm clicking on the plan and then I'm importing it so the plan is here in blunder 2.8 now what you do is like we have to create the wall for this so now to create the wall I'm just going in to add and then go into single vertex which again how will the add-ons extra mesh so to get the single vertex option if it by default only these options are available to get the single vertex option you have to go to edit preferences and then click on extra you have to take these options for add mesh extra objects yet just give the tick and then close it you have or the option to have this add mesh and then single vertex so add single vertex you have to make sure that you are the vertex mod and then the vertex will just come as in the center near the cursor just moving into this position in doubt to move and snap it to here you have to make sure that the snap is on and in the options you have to have it as vertex so the vertex option in the snap is selected and then just click on G for grabbing it and then move it to the point where we want it so I'm just starting from here I've just moved the vertex to this position and then I am moving it to create these three walls only these three malls I've created right now this wall will be left off because I don't want it at the camera I don't want this portion to hinder the camera so I'll just make the wall now I'll just click on e to extrude the vertices in order to get a position here we have to just click on e and then you have a vertex here Y so that it is in the straight line and then click here to snap it here and then you can have it like this I'm just extruding it here extruding it here it's turning it here yeah and then yeah yeah now what I do is like I'm going into the face mode by clicking on three to get the face and then I'm just selecting a and then you f to have the filled of it and then I'm extolling it to three thousand millimeters now I have these three these three was ready as three thousand millimeters height that is 300 centimeters or ten feet height so we have having this wall as ten feet height that is three thousand millimeters now I am proceeding with the tutorial by giving this window portion out here so I'll be doing a bowling to give the window portion so what I do is like I'll just go to the object mode go to the top view and then activate this x-ray mode and into the the wireframe and then I'm just going to boo in this part so what I do is like I add a plane and then I just move it here the length of this window is 250 mm 500 millimeters so what I do is like I click on the end to get the properties and then I am just moving this position to this position that is the length of this in y direction to 2500 so I am getting the position I'm just dragging it when moving it like this slightly moving so that it is outside and now I have the window positioned so we know what I'm going to do is like I'm just going to extrude this box as a box by clicking on the face mode and then click here on this face and then extrude it by two thousand three hundred two thousand three hundred millimeters because I am going to create a silly out here by around 100 millimeters so I am just moving it above by giving G and in say direction I am going to give hundred so now it's positioned 100 millimeters above by clicking on this I am going to do a boolean now by going into the modifiers I am clicking boolean and then with the object selected just select the box it's boolean you apply and then remove this so you have a SIL level of 10 centimeters and then the window position is ready now the next part I am going to do is like a kitchen counter the unit and then I'll do the tall unit and then the island so first I'll do the base unit so in order to do that I am just going in to add single vortex and then go single vortex in vertex mode just click Z and then over to position just click on a and then give F so that it is filled and then usually what you do is like the counter base counter height should be around 85 to 90 centimeters so just click on extrude and then cube 85 in this case I'm going to kill 850 millimeters so I'm just giving as 850 so this is the height of the counter base counter now you have to make sure that the counter position you have aa skirting out here and then you have the pull outs and the shutters out here and then you have you what you have here is like you have a hood and hop out here and then you have a sink coming here so I'll go into the detail part of the counter later on and now I'll do the tall unit portion now I'll just click on add then I will go into the single vertex once again and then I'm going to grab it will take this position and now I'll just extrude it by going into 3a F and then click on extrude I'm just going into two for W wrong key so in the tall unit potion I have a fridge out here I have a microwave oven out here and you have the NADA unit on this side so I'll just move this portion to around 60 60 centimeters to this side 65 centimetres to give a small cap for the fridge so I'll just move into more in the X direction I'll just move in five sixty sixty five centimeters 650 limiters to make sure that the fritz fits in in this position now I'll just give a control R and then I'll just position it somewhere around here and then I'll just select this face and do an extrude by minus 65 6 15 so that it will become the top of the fridge top portion of the fridge now this is the basic model of the counters and then now I'll have the counter and the center the island portion so I just add again as in this this case I will just add a plane out here and then I will grab these positions into position at the center position and then I am going to export this phase by again 850 millimeters now I'm just having only this portion because this portion will be a kind of extruded portion below which we have the chest so it will be in the foot box will be only on the this portion you are will have one sink out here now what I do is like I just select this portion and then I'll just extrude by five centimeters of T mm and then I'll extrude once again by this face to this position so I'll just click on e and then I click here so we have it like this now I'll have one more extrude by 50mm again extrude 50 on all the sides extrude by 50 now this side as well all the sides I have extruded 250 millimeters now if you have the island kitchen in position and then part in position now let's do the detailing so in order to do the detailing what I am going to do is like I'm going to do the tall on at first I'll select that I'll just remove this edge by giving dissolve edges that is gone now I have two portions out here so before that what I do was like I just select this face so this face is selected I'm just taking a copy of that by clicking shift D clicking escape and then Piedmont P to separate that from the other model selecting that face saw that object and then I'm going to split it into two to get two portions okay now what we do is like selecting this face I'm just clicking on ctrl R and then I'm just giving a separation here now you can see that I've made a segment out here and then what it was like I'll just make this dimension in as 4 400 mm and this a 600 mm to do that we just click this and then click on C and in X Direction I just move it by how to position it into say 400 mm so what I do is like I'll just position it now it's 4 1 0 mm I'll just click on this and X Direction I just move it by 10 now so this becomes Co haunted a mom now and if you see now this is 600 as well as the other one as 400 mm okay now what I'll do is like I just split these two into separate by giving a small 5mm gap in between so in order to give a small file among gap what I do is like click on privileges and then in the this one we just q5m oh so just how Khun Kat and then our maybe 3 mm it's too much 3mm gap now what just select these faces and take control I to get an inverse election and then delete it they lit the face now what happened is like you have two shutters in position now I have to again split this to have the holes in between to have the microwaves and oven so I'll just put it control R on this and then I'll do two splitting the first one I have to have I'll just click on G and then I'll have it around 9900 mo so it has become 900 mm here you have a 700 mm here and then on top you have another piece so we need a 60 out here 600 mm out here so again I'll just select this and then I'll just move in C direction and I'll make sure that it is positioned in 600 so now it has become 600 so we have at the bottom we have 900 then a 600 and then we have Napa portion one more shuttle on top now what I do is like I'll just remove this portion this phase is not required because we are having the microwave positioned in between so I'll just remove this space and I have to have an opening in between so instead of removing this I'm going to give an insert of 20mm that is to make sure that there is a face and then I am going to extrude this so I'll just select these faces selecting these faces and I'm removing it delayed faces now this portion is a separate piece what I do is like I'll just select only this face and the click on P to separate this piece so this small piece this piece is this piece and this is separate right now now I want to do a boolean into this so that there is an opening in here to keep the open select this face and then extrude by 5 6 0 five 60 millimeters which goes inside so that's what I am going to do now I'll just position slightly in the y-direction outside so that there are no issues in giving a boolean now I select this object and then I'll do a boolean out here to make sure that the micro fits inside now I'll just click here and then just do a boolean and then select this object this boolean now apply and then I just let this end delete so you have the position of the microwave inside now what I do is like we'll just give you thickness for this object to have the shutters select that and then select the faces and then give an extrude 20mm so you have 20 mm thickness for the shutters now it's ready so the tall unit is almost ready you have to make sure one more thing is there you have to move this part this would be a skirting B is coming out here so just move the bottom part by clicking on the vertex and then I'm going to the x-ray mode if you select you can't if you don't select the x-ray mode Igor do you won't be able to select this back vertices if I select like this and we can track but you won't be able to select the back vertices so click on this x-ray mode and then select like this drag it and select it and move it in grab it in z direction by a minimum so now you have the skirting portion also ready okay now come on to the counter portion the base counter let's do tuition split out here as well as here to give the shutters and drawers and all those stuffs here we have a sink and here we have a Putin table so we have to do the boolean's for that well so we have to queue give the shutters for these portions and the draw so first I will do this portion to give the shutters so I'll just put it the total length if you see it is around one nine five zero millimeters one nine five zero millimeters out here and do you have or what you call this dimension to be three thousand millimeters so we have to divide these into chapters and toys so in order to do that what it was like just go into this and then click on edit mode and then select this face then shift T to take a copy of that and then click on P to separate it now go to the object mode select only this object and then again go to the edit mode now what I do is like click on control R to have the splits have two splits and make this portion to be 45 and then you have a nine hundred and then you have a six hundred so for four fifty nine hundred and then six hundred that is the tuition I am going to give so in this nine hundred I will be having two separations as well the top portion will be a fixed portion and this will be a draw a kind of a portion since this sink is coming in this position so we have to have the splits in that over that way and in this corner will be having a corner unit so for that we need a 45 or four 450 millimeters so all these are supplied to right now I just select this face this face this face this face and then to and extrude by say 20 mm okay now these faces are ready these shutters are ready now I'll do this side also and keep it ready now I'm just moving forward after completing the shutters and Troy's out on this I just proceed with the rest of the portion okay so you have all the shutters and drawers ready right now on the counter you can see this now what it was like you give a boolean on top of this to have the hood and hob and then we have boolean out here or the sink so before that I'm just importing some models on top of this so that you have something to of the dimensions while importing something which is a blender file we just click on link just click on open I'll bring that over here I'm just positioning it updating Z Direction minus 90 and then I'm just positioning it Z in the Z Direction X Direction direction of that a dozen in place now what you do is like you have to have the topping of this counter so what you do is like this select this and then give an extrude by 50mm and then just extrude this portion outside so select that and this as well and then Q extrude with this X to the second extrude and then click and then drag by 50mm and then make it as offset even make sure that it is even so that all the dimensions are equal if the offer t1 is not ticked you have some different dimensions towards the exists so just click on offset e1 and then on the tab so you just have this outside so this is how we do the topping and then if you see just have a look at how it is the layout you have I'll in the center you have the counter now you have to have one upper cabinet out here and then you have to give the shutters on this side and some openings on the side as well and then you have the sink and also the couldn't hop on this position so we'll do that first I'll just hide this and then we'll go into the sink position as well as the wooden table position so while linking it is the source file will be linked into the this file so I'm just going into some collections some of my collections which off which our kitchen items and then I'm just selecting some hawk as well as so maybe a sink I just select this thing first and then I'm just bringing the sing so sing is ready okay so we have the single position let's just move it slightly in a way that slightly okay so that is in position now I'll just bring the home as well by linking click on another collection I just have the call and then the collection and then I am just and then position it scarce lately see direction just tonight show it to some talk okay now this thing is also positioned you can see the sink microwave and what I call the hob is in position I'll just bring in the hood as well and what you have to make sure is that this height from the hood and put to the hob should be around 75 or 750 mm this position I should go to see in 750 so this should be height of this should be the height up for the hood from the hall so that is the position that is the standard dimension 75 to 80 centimeter that is the dimension the gap between the hood and the hawk okay now I have to do some boolean so I have to have a boolean out here to make sure that the sink fits in now I'll do a boolean on this set that add a modifier and then go to boolean and then click on this fly selectors delete it you have it now I'll import the fridge as well so that it will have a total overall feel now there's a slight gap in between this fridge and top cabin so I'll just move this and make it to the color fitting there should be a slight gap and then I just made this as well so okay now you have the fridge the microwave oven and you have the sink hood and hob in position and the counter the base counter is ready in now I will do one thing we will just create this island portion finish off this bottom portion and then we'll go how to model the upper cabinets - the same so just go into this and then I'll just select this face as I did earlier I'm just going to shift D and then I just press this key okay now on this face I'll just move this adds a 30 centimeter inside click on Y and then 3300 so that I'll have some openings on this side and then here I'll be having if you just click on this side you can see it's 120 so I'll just have a 30 on this side also 300 among towards this side and then 300 is in the center so I'll just click on this side and just grab it in y direction - 300 so and then I'll just move this G by 100 and then I remove this X by in the same direction I'll just no way - 40 now I'll just split this I'll just split this into 3 so that I can have three separate rows out here move it slightly upwards because I will have all the cutlery and this and then the plates in this and anything else inside this select this agenda search enter into a Google edge and then 3 mm and then select all these three phases control I to sell easily select the small faces and then tell it faces so these are three separate ones now I'll just select this this this and an extra in end X Direction to 20 mm these are the toys I'll have three boolean Zout here to make sure that these are cut into three okay so the boxes are in position we have to have three cuts here and three cuts on this side as well so I'll just make a copy of these and then I would say to make it one and I'll give shift D and grab it into this position as well so I'll just cut it by clicking on this and then I'll click on boolean so that we have both legs done : and then click on this and then copy then remove this click on this as well apply apply and then remove these two so we have the squits very neatly time so you have three toys out here and three open spaces on this side as well as this side now you have sync in this position so in order to do the sync I am doing a Korean topping so Korean can be molded inside so I'm just it's slightly above so that there are no issues now I'm going to be well and then sickman says something like this and I'm going to do a boolean on this select this add body for boolean then select this apply selectors skillet so you have a sink here now you have to do a slide would be welding on this edge right if we will adjust maybe 30 mm and then after 620 yeah nothing it looks fine we'll add some chairs out here as well I'm just reading some chairs maybe a bar chair okay now just we place three of these a week or D to get the instance and then I will just move it in y direction then shift are to the beat so in order to have the upper cabinets we'll just do one thing will create a box here and then extended till here then we have some open counters on open cupboards out here and then finish it off with a closed cabin on this side as well so just position it we have to make sure that there is a gap from here till here should be sixty centimeters so move these vertices to this position G and C and snap it so see this is six and Rama so that's ready 600 mm gap and then if you see that dimension of this is one thousand later dilemma and then again exclude in excursion then again select this face exclude by say thousand then hit enter so now if you see this face it is showing a different dimension that's because you haven't applied the scale to that so just apply scale now if you measure that it is thousand M or millimeters similarly you have one box out on this side also so instead of creating a box out there I'm just selecting these faces and then shift D and then in Y direction I am just snapping it and then I'm just selecting this face these faces and then telling I have to fill it and I'll just move it just to this position just remove it in G Y and then I'll just move it so to make sure that the scale is right again applying scale now if you select this edge you can see it is seven one three make sure it is around through six hundred so that it doesn't standard dimensions so select this it is seven one three so I'll just move it by 113 mm just G in Y Direction minus one country so now this is 60 mm 600 mm Y and you have to have some open shelves on the saddle so I'm just taking this this box I'm just shift T and then making it a separate object just to have a separation selecting this and I'm just grabbing into this position so this is 900 you can see this is 900 mm high so I just need a 50 mm here so what are those like I select this and G in set position set Direction and make it a fyz you know so I have a five centimeter thick 550 mm thickness and then I have it on one here also I'll just or D and then I'll just drag it here I 1 1 and center so I'll just grab this or D and then in Z direction I'll just likely move and keep it so you have the open right here now I need the shutters for this I'll just cue some shutters on this side and the side as well now only thing what is left is the ceiling and the floor in and then we have the windows here along with the Cotton's maybe maybe the blinds so I'll just do the windows now and then we will proceed with the singing in the flooring so I'll give the windows so you know to give the windows I'm just selecting I'm just giving a plane here and then slightly clapping here and rotate it and maybe the x-direction 19 y-direction 90 okay and then I'll just move it and then select this edge and then it in this position and over to this position okay okay I think I have not positioned in it camera in between so I'll just give a camera and that and then see the view how it is okay so as this position a camera and a camera in and then what I do is like I'll just position it like this and then hit and hold alt 0 so that positions and then go to the view and the log camera camera view then we'll just move it so what I do is like I select the camera and then I just make this camera 259 this move it and then also the the resolution I'm giving it as three thousand six hundred by reversal Kohala is a wind resolution and then adjusting the position thanks again and unlocking it and then moving forward so coming to the windows part let's hide the rest of the things but looking on shift edge and then when you come to the windows just go to the Edit moon and then tip of the face and then give an insert of 60 mm and then just click on P to separate it now and then extrude to 60 ml now coming to the separated mesh once again we do the same thing but before that I'm just moving this edge to the center portion of it grab it and then click on y-direction and then make it to the center again we just select the face and then click on insert then this time give it a 75 san 7501 and then again we just separate this now select all the faces and then give an extrude this time it should be around to diiemma and then click on this and then extrude say 1000 K now this videos will do shuttle bus ready select these two and then shift D to a copy and then keep it on this side now you can see that this portion go to the x-ray mode into the vertex mode and then move it and the y direction slightly to the center also these two and then do multiple editing select these and click on G and Y direction certification of it so we'll have the two window shutters ready now select all and then click on and remove with a new collection called windows I just move this window slightly to okay with this one slightly - and the y-direction to keep it open okay looks better no such of the x-ray mode so this is the model so all edge to unhide everything else now I'll just have a sit out for the sit out I just click Add and then you're constantly vortex works again and then grab it extrude extrude extrude and once again extrude click on a F and then extrude to minus 45 so this is the seat out so we have a sill level here and then this will have a skirting on this area we'll just move this window to select all these windows together you can just click and then select objects inside that collection and then move it in the x-direction just move it I'll give it like that you have this it out already I just have a small Android on the side we'll just select these edges of the seat out and then make it a handrail so select this shift D and then escape and then make it as separate selection and select that and then G said I will give 900mm so that is the height of the handrail now what I do is like I just select this and then converted it to curve when you convert it into a curve what happens is like we have an option - to make it little thick so just take thickness a little more I'll just put it at 40 mm maybe 35 so you have the hand drill slightly move it what exists of this and then grab it in the y-direction it's deductions likely these ones also energy you know my reaction is slightly these also travel y-direction slightly so it's slightly inside now whatever flow is like we have to create some verticals so just add a cube and then grab it here make the size to say Fathima and then maybe the hype and then you have the verticals just wrap it slightly inside now we will use array to happen or to make all these so just those use the array modifier here go to the modifier go to the other modifier and then numbers we have the relative offset as well as just father write you off setter than the numbers so that is the sit-out will just smooth on this out by right-clicking and then giving it a safe smooth so this is basic set out we'll just select all these and move to new collection and race okay so that is done now I'll just import link a cotton under this takes it just over to the position okay so the blinds are ready now before doing what he called the text says and all I'll just do a simple lighting into this before that I just added environment to this so coming to the shading will just add an environment to this so go to the world node and then gosh if day and then go to the Texas and and mom and texture and then go to the colors click open and then find one of the SDN eyes you have so I'm going to have a solution next year I'll give me day mode and then clicking on a day SGLI that comes in I'm just clicking on control key and get the node and also one thing I'm doing is like I'm just into evey because when you go to the rendering mode what happens is like catches up so we cannot just this time in cycles rendering more so to have a real-time adjustments I'm just going into evey for the time being okay so this is the sky will see over this okay so will not just the scale slightly in the C direction and then slightly tilted see if there is a good point okay and then rotate it in C X direction as well slightly so that it aligns with the position this you can find the time being and just finding this glass so that I can have a better idea a better feel of what is happening out there this looks fine and then I'll add some glass to this link and then I'll just go to one of my plant collections and then add that so go into the plant collection on just runs and then go to the collections I have 115 thanks for removing that slept you know I think when you see the camera that looks fine I'll add one or two chairs out here so I just add go to the link and then kitchen items go for maybe next year alarm share production and then just leave it that looks fine so now we have an exterior chair out there now we are almost finished with the modeling just have to finish the stadium part and voting cards so just finish it off I just add sin to vortex to this and then finish off with a floral flooring so I'll just move it in this position and then X 2 X 2 X 2 and explode with a and then fill just to power thickness and just extrude it to the bottom just like that so we have the flow and now go out to the ceiling and just select this and I'll just do a shift T and then right here just see in the Z direction will give people centimeters so address the ceiling the who fetch way and then I'll have the collating and this fall singing being below this so I just select this I'll just select a face of this and then just click on shift key to make a copy of that and then press P to make it a separate plane so I'm given a 300mm cap from from the wall next 100 so you have a gap here in between and then you have the ceiling so that's how the serious made by me and then what I do is I just I've had everything you can see the ceiling wait a minute and so this is how it is now I'll cover this top portion so that doesn't look odd just like that so I've covered this ducting and some it's not going in SEP so much so that's why I think even that portion in that way so now the modular part is over so let's start adding some lights into this so for that we have already given some what I call the n1 n2 this semester I'm not and then I'm giving the strength to two and then coming to the layout I'm going to give some area lights to the windows so I just shift a and then light so I'll give an area light and then I'll just click on this and then rotate in Y direction and minus 90 and then I just position at 2 3 X the window you see in Y ok so that's what it is I will add one sunlight as well when is Sun grab it on top just normally like this so it can be in any position that's not an issue I'll do one more thing in order to have the closure out here to give this more as well now okay the visibility if you just shift from Erie to the cycles see if the visibility is just go to the objects of this objects context and then on the visibility you go to the visibility just avoid this camera so this will not be visible in the camera while entering so I'm just hiding it for the time being fine now some of the materials are missing and this that's why it is sauce pink and then we'll keep a list of the materials and finish off this tutorial maybe I'll give a Steve material to this handrails so I'll just select glossy psdf and then I'll just introduce the roughness to or say zero so we have a steel and twill and then anything is ready I some I have some grass also outside so a little bit of grass is fine so I'll just give a plain and then grab it and X Y Direction always slightly down she said and then scale it to let you next it and then I'll give a material to this as well I just go to the materials click on new and then the shading mode I'll just take it to the object and then I'll just add grass and I'm just going to add this grass science aside the grass and then to the pay's come on I'm just adding it ok now you have the grass just hope to reduce the specter oh and then increase the roughness of queues and then I'm doing a slight UV mapping to this so obviously you sit and tell mode select the face and then right-click ve smart you posit click OK and then select everything and then just have to scale it let's seen only a little bit so this is enough and then what I do is like I'll just bring in the materials for these two so what all is missing we'll find it out by using external data and find missing files that's just and then I'll need to find missing files ok I found the materials that looks fine now I have to give some lights on top of the ceiling so as I select this one and then I will give a material which is white and then I just reduce specular with the roughness save it and then make it the only white now how to add one more material to this which is light and click on light and that you come you make this animation and then I'm just talked about in this to have to be something like very empty and then you can see the preview this light is there so T now let's give a renter and then see how it looks initially so it's getting around dude let's wait for the random okay now it looks nice but the only thing is like in these glasses the light is not spawn or passing in so to fake that we have to make these exclude from the shadows so that the light passes inside and also the sunlight burns out here the light above this is slightly high and we'll have some ceiling lights and other hanging lights and stuff like that we'll have a one faucet out here for this wash basin and then some props inside so props I'll not be modeling I'll be just placing it from my oppressive previous works and then cue the rest of the materials and finish it off so coming to this shadow part we'll just close the render and then see how what can be done so I'll just select this go to this more and row layout and then uh click on this and in in the materials and the object object context come to shadows and then in the visibility tab just switch off this shadow and then on this also just job the shadow save it and then we'll just see how it looks so it looks neat and clean just see the the blinds the light is passing through the translucent surface and then you have really good shadows out here plus we will close the render output and just are just slightly this light on top and then we'll give the materials of four different things and then the final render now the ceiling lights and hanging lights and the faucets and everything else together so we'll just produce the value of this light slightly by given go to the materials and then negative say 30 and then I think the environment is also having the Sun so I just make it as five and just save it know what as the was like I just slightly tilt the light so that you'll have nice shadows what you can target by changing the light is that you take the shadow slightly slanting so that looks much better better the view now coming to the shading part I'll just give all these parts as white itself white glossy materials or just give white material and then slightly white now you just see the preview of this will make the specular and then roughness may be reduced so that we have a glossy feel on this and then what we'll do is like we select all these which need to be white and then click this the last one and Rotel and then the materials so you can see the reflections right away so now the rest of the things will give us black so new material and then I just make it a slightly flat and then this is the kind of feel I'm looking at a slightly more specular I've missed slightly more kind of matte finish and then these these will have to come this and then front-load L and then we give that material looks nice I'll select these as well and then upon this also L and the materials the top portion of this is white so I'm just select those certainly those potions I'll give another material and that will be neat the philosophy to which I give for this one so I'll just select this and make this material is mostly white and then set up this and give that ideas closely weight and then assign it top of this as well okay so now we have all the white materials on top toppings and then I'll just unhide everything else looks fine I'll just add the faucet here kitchen items faucet 3 and the connection connection great for life of a slightly direction that's nice ok this yes that's just black know I love you material to the wall of this spot and then a light here and then flooring so first I'll give the flooring I think I'll give a wooden material to the flowing so I'll just select this and then go to the meaty years now coming to the flowering pot I'll cue a wooden floor to this so that it looks neat so coming to this just want to do a material to that go to the shading part and that you know the materials I'm just going to give one of these materials so so I'll just give this and see how it is looks neat what I do is like I'll just select the space and then going to the UV editing mode I click and then SmartTV project click ok and then you just give it a slice recall scaling and in in y direction just get it a bit in y direction so that not much of this scale okay and now coming to materials just reduce the specular and with the roughness and we'll do one more thing in order to get the textures of this go ahead to Jim and then have normal a bomb not for this so I'll just go and open that good material in chimp and export s and then give it as alligators work don't bomb bum bum not export and then what we do is link this go to the palace make it D saturated and look okay and then come to the levels and slightly increase the black or white value so that it gives RemoteApp to that and then story now coming to all the materials so let's just go to the shading and then shift d to do a copy and a shift a and then you just have a normal from map out here and then and the color of this to the height of it make this non color and then add this normal to be normal so you have the bomb value maybe point two to see the preview district you can see the preview now we'll just have a look at the ceiling lights now to have this ceiling lights what you have to do is go to the molding pot and then add a light here so I'll just click right click a shift right click to bring the cursor here and then add or what you call a plane and then make it say 150 so the size of gy x and then go to the edit mode select that extrude by Lama and then give an insult by 3m on thank you one more extrude and then tip I and then give that white material to that sign and then one more control I and then a cube a light material so we'll just add a light material to that by emission and that gives us value of 15 and then assign so it's a light now we'll learn around four of these lights so along with this will add one area light as well so in order to do that I am just adding I'm clicking here shift and then add mesh I mean light and then an area light and then the size should be something like 150 and then G in Z direction and that's it and then shift select this and this and then what it was like to placate this in instance so that once you chase this along with that other thing all the values will change screen sense now go to Y and then give a replica of that select this and this as well and then one more or two D and then in X direction and just move it and place it so you have four lights and then one more thing which is pending is like a hanging light on top of it and then some props I've been adding it I'll I'll link a light into this the hanging light so I'll just go to the lights collection in this collection and then live from library you have the light spirit of it thanks nice then I'll give a ball outside this line I'll add a spear into this geosphere maybe a UV sphere and then the radius can be 50 maybe Oh 75 and then slightly move it inside put it in the center select these two and then all D and in y direction exist one of them too so there are three lights in this now I'll just click on this box and spear and then I'll just go material which is again an admission material I'll just put an omission and then I'll just make this strength to around say this will be 50 and then a warm light what is the spending I have to park this dado tile so I'll just go and put a little I begged us here and then and mash lane rotate in X Direction 19.8 in a grey direction 90 and then I'll make this size if you go to the view and then I mean item and then see it won't just make it a 600 by a centered and then just more at the edge on them go to the task and then extrude by say Nana's Galilee now select this face extruded up till here and then roll it again did this column it's true okay so you have this here just add in in this point also this select this and then extrude to this point now I have to queue a material for this so I'll just select that and then add a material and then into shading and then I'll just add a mobile material something similar as you select this take it and then add it to the base color keep the specular high toughness low and then you see the preview yeah yes yeah so what's nice is you know and then you see yes see this is the material so just select this portion portion this portion this portion and then I create UV unwrap click OK and then go to the UV editing mode select all then slight increase same thing I'll do here also select this and click UV unwrap and smoke maybe project click OK selected and scaring that's what it is so now we will do a test render and see how the awkwardness so we'll go to the camera view and then let us save and then to you n f12 we wait for the render and see how orders let's see yeah looks me go dig now as I select this face yeah that leads to a four so I'll just select a teapot and save it once again so after some renders we have got a pretty good random now I'll give the lights below this the dado the task lighting and then we'll adjust this shadow a bit by adjusting the light and then we'll add some items out here and in these places and then now finish off the rending in order to keep the light I am just clicking here and then I'm going to add light and then area light make it rectangular instead of square I'm making rectangle and then adjusting the X to this position and Y in very thin way so we have the lights we have to add some more lights I just so I've added all the props now now let's do the panted to all the places and then finish off with the final render of this this and this and then shift X to hide everything else and then in this we'll just have a profile handle for all all the places so in order to have that we will just have to create a profile so I'll just click here and then add a single vortex and then I'll just move out I'll create a G profile and extraction go select this same direction remove this as well as interruption I'll thickness for this only we are this letters and our thickness of the glass is different and then select this and be willing hey if that gives the profile no just came see and then snap it here three and ones let the face export this material match on this one okay so after one more the handles okay it looks nice I'll add one or two items out here as well all Expos and stuff and then software render okay I think it looks fine all the thing is I'll just extend this leads to here's do a final touch and then I'll just go to the Edit tab select this face and then grab it to this end I think we'll do one more thing to select this one and then go to this modifier and then you activate maybe five segments maybe a five-millimeter with five Cygnus also for this and they were with I will give it five segments this one looks neater to him I'll just move this slightly here under it's not be aligned and next eruption maybe rotate in X direction just more slightly in this direction explain so let's do a final render on this along with all the corrections and changes required now it's ready now let's do the final render so save it and then you come at 12 Robo final render so the final rendering is over now we are saying this file gave it as a sale and then just change this into the jpg or whichever format you like if you like this tutorial kindly give us a thumbs up and please to subscribe our channel and click on the notification link to get for the tutorials thank you
Info
Channel: BUILDON IDEAS Design Institute
Views: 27,395
Rating: undefined out of 5
Keywords: Blender 2.8 tutorials, Blender 2.8, KItchen designing in Blender 2.8, Kitchen designing, Kitchen design, Creating a Kitchen in Blender 2.8, Blender, Lighting an interior scene, interior design tutorials, interior design courses, Buildon Ideas Institute, Cycles rendering, Blender cycles, Interior design tutorials, blender tutorials, blender architecture, Blender interior design tutorials
Id: uhoSphi9UUY
Channel Id: undefined
Length: 80min 19sec (4819 seconds)
Published: Sun Sep 29 2019
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