Hello, everyone! My name is Oliver Roberts, and I am a 13-year-old Blender artist. I have been using Blender for the past year, but I have been making architectural renders for the past 8 months.
For this render, I had some type of industrial interior in mind. I mostly grabbed images from Pinterest and then created a concept.
The drawing shows only the basic elements and setup. Later, I added extra elements to the render.
I mainly used Blender for just about everything from modeling to the raw render. I did use Affinity Photo to post-process the render.
For the wall and ceiling modeling, I focused on the brick, concrete, and wood textures. I also did try to maintain a good topology for the materials.
With my general scene in mind, I started to add the general models to the scene such as windows, a rug, a sofa, etc.
Then, I added other details to the scene, such as the cushions, plants, chairs, and a coffee table.
For the materials in this render, I used textures from BlenderKit and iMeshh, mostly from iMeshh. For example, the brick texture for this wall was imported from iMeshh.
One thing that is handy and that I use a lot is the, iMeshh Asset Importer. With it, I can easily access my asset library and import models, materials, and HDRIs. Like importing brick material for example.
I also used the BlenderKit addon to import some materials and models.
For the lighting, I simply used an HDRI and some area lights outside the windows. The HDRI I used was the Clarens Night 02 HDRI.
I tried to create a cozy feel while still maintaining that industrial “look”. As Albert Munsell once said, “Color is a universal language that everyone can understand.”
RENDER – AN INDUSTRIAL LOFT
It was rendered in Cycles at 2048 samples with path guiding. Post-production was done in Affinity Photo.
And that’s it. Thank you for reading my article.
I hope you have a nice day!
About the Artist
Oliver Roberts, a 13-year-old aspiring 3d artist currently practicing Archviz as a passion. He is currently practicing Archviz to soon start freelancing.