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My Room in 3D

my-room-in-3d.vercel.app

11–20 of 134 posts

Re: My Room in 3D

#11
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

Here's the source to look at https://github.com/brunosimon/my-room-in-3d

Re: My Room in 3D

#12
post #2

His portfolio home page is incredible too: https://bruno-simon.com/ It's the website shown on the monitor in the room.

It actually works on both mobile and desktop. Mind definitely blown

Re: My Room in 3D

#13

Apart from Blender, what tools/libraries should I learn to use to do this?

You mainly need to know some javascript library for importing the models that were exported from Blender. Three.js is, afaik, the most popular. I've used it myself because it was the first thing I found.

If you want to use TypeScript, and you have time on your hands, maybe look at Babylon.js and compare it to Three.js.

Re: My Room in 3D

#17
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

A lot of it is the baked lighting (he mentions it takes about 7 hours to bake the lighting if he wants to change the scene! https://www.twitch.tv/videos/1144467679?t=00h18m03s).

I love doing 3D stuff for fun - but like you, everything looks like minecraft blocks from different worlds. Certainly not real.

But if you open Blender and put a couple of cubes in a scene and render it using Cycles (in the Scene tab change the Render Engine dropdown from the default Eevee) then the cubes looks way better: https://imgur.com/a/q9xvZeI

The ambient occlusion, and proper light bouncing and reflections make even the boring-est cubes look pretty good!

Re: My Room in 3D

#19
post #8

Earlier quoted context omitted.

Don't be daunted, it just takes time. You'll get faster at it with practice, but the first step is simply brute force, or at least it was for me. Take a picture of something simple, recreate it in 3D with exacting detail. When something doesn't match you drill down, find the optical phenomenon that you weren't modeling correctly, and fix it. That's it. There's no shortcut to being good at this stuff, you just have to…

What are energy conserving materials?

They don’t reflect more light than the amount of light that falls on them.

Re: My Room in 3D

#20
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

First off, it's art. You need to stop thinking like a programmer and think more like an artist. That means thinking about colors and lighting, tones and hues and highlights and shadows. If you're unfamiliar with these things, that's fine, you can find plenty of training material and courses online. It takes time, because it's a skill that requires training and practice and self-discovery.

Second, lighting is a careful balance, but in general, the simpler the rig, the better. Pull an IBL HDR map from somewhere, use a single directional light, and let the bounce lighting do the main work here. Outdoors looks gorgeous and that's a single directional light, and a ton of bounce. And that's the same thing providing the light in this room scene as well.

Third, learn the tricks and technologies. Learn about lightmapping, about shadow mapping, about the different shader tricks, about why real-time transparency is hard. Yes, libraries like Three.JS can abstract over some of this, but some fundamentals in the tech can help you focus on the things that will work, and the things that don't. Simon Schreibt has some excellent guides and tutorials that are artist-focused about tech art.

The lightning here isn't realtime: just a bunch of baked lightmaps fading in and out. Not even SH probes!

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