Design a 3D Exhibition Booth in Blender – From Layout to Render | Karan Rathore | Skillshare

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Design a 3D Exhibition Booth in Blender – From Layout to Render

teacher avatar Karan Rathore, 10+ yrs Exp : AI artist/Video Editor

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:09

    • 2.

      Create basic structure of booth in blender

      7:18

    • 3.

      Create wall and Table

      5:22

    • 4.

      Create glass material for table

      2:07

    • 5.

      How to install poligon addon

      0:53

    • 6.

      Add decorative materials

      3:03

    • 7.

      Add pole to support structure

      0:50

    • 8.

      Add chair and table

      4:07

    • 9.

      Add texture to front wall

      5:08

    • 10.

      Add texture to side wall

      4:37

    • 11.

      Lights Camera and Render our booth

      9:19

    • 12.

      Project

      0:40

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About This Class

If you’ve ever wanted to take your Blender skills beyond abstract modelling and build something used in real-world projects, this class is for you!

In this course, you’ll learn how to design a professional 3D event/exhibition booth from scratch using Blender — a common requirement in the world of corporate event setups, expos, and brand activations. We’ll cover the entire process step-by-step, from layout planning and modelling to materials, lighting, and final rendering.

This class is created for intermediate Blender users who already understand the interface and basic tools. Whether you're a 3D designer, event professional, or freelancer, this class will help you create practical, client-ready 3D work.

What You’ll Learn

  • How to plan the layout and scale of a booth for event/expo spaces

  • Modelling core elements: walls, counters, display panels, and branding structures

  • How to add lighting and shadows for a realistic presentation

  • Best practices for setting up cameras and render settings

  • Creating materials and working with lighting setups

  • Exporting high-quality final renders for clients or your portfolio

  • Real-world considerations from the corporate design and event industry

Why You Should Take This Class

  • Learn how to apply 3D skills to real client-based event work

  • Build a portfolio-worthy project that reflects professional design

  • Great for freelancers, aspiring 3D event designers, or agency interns

  • Get industry-aligned tips from someone who’s worked in the event and booth design space

  • You'll come away with a fully designed 3D booth, ready to customise or showcase

Who This Class Is For

This class is perfect for:

  • Intermediate Blender users with knowledge of the interface and tools

  • 3D artists looking to expand into real-world applications

  • Freelancers or event professionals working in corporate or expo design

  • Anyone interested in building practical projects beyond just abstract modelling

Materials & Resources

To follow along with this class, you’ll need:

  • Blender is installed on your computer (free and open-source)

  • A basic understanding of navigation, modeling, and viewport setup in Blender

Meet Your Teacher

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Karan Rathore

10+ yrs Exp : AI artist/Video Editor

Teacher
Level: Intermediate

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Transcripts

1. Introduction: I am current a creative specialist with over ten years of experience in design, TD visualization, and corporate event production. In this class, I will walk you through how to design an exhibition booth in blender. Step by step. This course is for intermediate blender users. So if you already know the basics of blender, that is the interface and the right tool, you are at the we will go from the blank skin to a professional looking booth, just like the one you have seen in any expo or trade show. Here's what you will learn in this course. Planning and layout of the booth, the decorative part, modeling the walls, texture the walls, adding chair, table, plants with just one click, lightning and cameras set up for clean render shots, and at the end, render high quality images for the client for your presentation or for your portfolio. This class is for event designer, TD artist, freelancer, or anyone who want to work with event agencies. By the end of this course, you will have your complete TD booth. You can add this to your portfolio, pitch to a client. Let's get started and build something amazing in blender. See you in the course. 2. Create basic structure of booth in blender: This is the first lecture of this course and in this course, we are going to create this. This is the booth that we have created in blender. All the decorative part, all the booth details we are going to discuss one by one. Let's think of a scenario in which the client has given the dimension to us, we have to think about the booth and recreate this vari booth in our blender. First of all, I believe that you know the basics of the blender. We are not going to go into the very detail of how interface work. We are going to create it in the blender. But in the process, I will explain you each part so you will not have to worry about the advanced version of blender. I just want you to know very basics of blender. Now, we have the, the very basics of the queue. Let's change the dimension of this queue. Let's take it the dimension of ten. And five meter, and the width is 0.3. Here is a surface we have, let's make it 12 meter. I keep it according to the dimension of this. Let's make it a 15 Okay. And for this purpose, we are going to create a back wall, we are going to create, as you can see, He is a back wall. Let's duplicate it. Shift D. As you can see, keyword button and mouse click, you can see left and right click, you don't have to worry about which keyword or shortcut key I'm pressing here, so you don't have to worry about that. Let's press rotation. Let's go to rotation. We have already duplicated it. Let's duplicate it to rotation and make it -90. Move it upward and backward. Simple. Now, let's change the width of it to 0.6 and little bit move forward. Now, let's move it backward because we are covering the space of the five meter width. We need a five meter width and 15 meter height, width. Or you can say length. Right now we have two walls. Now let's create another wall on the leptin side. On the leptin side, as you can see, here is the wall. Let's create another wall here. It is a box room here, let's make a wall ship D, right click and with the rotation, of 90 degree move backward. Now let's scale it down to ten. As you can see, we have a five meter of wall. Let's make it pipe and move upward. Now, we have a wall here. It is two side open and two side close. Now let's create this box. Shift D, right click, move forward and make it half. Make it 2.5 move a little bit here and outside. Now, again, create again, shift D, right click, move it a rotation of into the z axis, make it 90 degree and with this, done. Now, move it a little bit on the lept inside so it will adjust with the wall of the left side and move it inside. That's all. Now, the basic layout has been done, as you can see, the basic layout has been done. So what we have to do here, we have to create a wall here. As you can see, these are the structure that we are going to create here. How we can do it, let's create a wall here. First, we have to duplicate the layer, it D, and move it. That's all. Now, let's resize it to five and move to the left hand side of the wall. Keep it 2.5. As you can see, here is the wall, make it 2.5 to 12.5 and move downward and that's all. Now let's go to our object mode to dit mode, is our added mode, and in the ddt mode, let's this slack this phase and press I. Once you press I, it will intersect inside. Now with this phase selected press E, Now, go to object mode by pressing tab. There is a shortcut for tab. Now, as you can see, blank side has been created inside it, as you can see. Now we are going to create a frame here. How we can do it. We will discuss it in the next lecture. Thank you for watching. 3. Create wall and Table: We are going to create array of boundaries here. How we can do that. Let's create a simple boundary here. Let's create another boundary precip as Q. With the Q, let's make it 0.2 0.2. Now, as you can see, let's make it here now, increase the size of it till five it adjust to the wall. Now. With this, let's make it like this. Now with this, go to modifier, add modifier, search for array A a array with the count of it, let's make it in the factor of X or Y. As you can see, make it zero minus two and count 20, 30, 40, and make it 28. Now, as you can see, it's really simple to create. Now, as you can see, it has been created. Now we are going to create another cube go to viewport shading. Now press Chip plus A mesh cube. After cube, let's make it in between, make it about four in height. Or we can do in height, three meter in height and make it 0.5 in wit and move backward. Make it around three and four. A little bit downward, make it dunk or move backward and make it around 4.5, 4.5 and move upward. Yes. Got it. Now move a little bit into a left hand side. I will align to this. Now it has been aligned. Now, Control S, save. Always remember to save the Pi. Now with this, add a table here, press, ship a mass cube make it around three and around two meter of height, doesn't matter. Got it, and width is 1.5 or make it 1.2. Sharing. Yes. As you can see, it's perfectly fine. Now with this, let's add ship deduplicate, right click, move upward. And make it 0.1 at the height and make it downward. That's all. Now, let's add a glass material to it. With glass material, how we can add a glass material. Let's add 4. Create glass material for table: Now that we have created the basic layout, time it's time to give it a glass material. Don't worry that steps are really simple. How we can do that. Let's select this material that we have created. In the material tap, let's go to new. After that, select principle BSDF and go to glass PSD. Once you select it, you can see there is a change in the material. After that, go to shading mode. In the shading mode, you simply have to select V shade for and change the roughness and ROI a little bit. There's a small catch here, but if it doesn't look the way it should, what should we do then? For that reason, let's go to random mode. In the random properties, let's select for E. This is how it will look like if you have not selected the cycles here. You simply have to go to your render engine and select for cycles. That's all you have to do and supported GPU compute. That's all you have to do. Also in the render setting, you simply have to select for time limit 2 seconds and select for denoise. Once we get to the render part, we will explain it better. Right now, let's go to our EV again and we have created the class material here. Also, let's go to our layout. In the layout section, now let's add material here. How we can do that. Let's dive into the material section. After creating a glass material, now we are jumping into another part that is a decorative part. What we have to do in that decorative part, let's get to our polygon addon that we have already added. How we can add the polygon add on here, it's really simple to 5. How to install poligon addon: So to add a add on, you simply have to go to polygon website, polygon. In the polygon, you simply have to create account here. After creating the account after logging in, you simply have to go to Blender add on, download this Blender add on. After downloading it, you simply have to copy the path. After that, you have to go to Blender. In the edit sexon go to preference, and in the preference, let's go to add on. Here is a small arrow, click it, install from disk and select the add on that you have already download it, that is polygon. You simply have to install from disk. That's all. After installing it, you can verify it by selecting polygon. As you can see, it's already installed. Once you install it, that tab will appear here automatically. That's all. 6. Add decorative materials: Now we have installed a add on. Now let's get to another part that is a decorative part. Now let's add plant here, how we can do it. That is really a simple one click away. That's all. After polygon, you simply have to select the category and select for free category. After that, scroll down, go to third view, four, five, six, seven. As you can see, in the seven section, you simply have to import it. Let's click it. Once you click it, the import will appear, press S, shortcut S and simply adhere. That's all you have to do. Now, with the second part. If there is any, a different plant we have, Yes, here it is. Let's import it again. Press move it backward and move upward. Yes. Now go to Viewport. Yes, there is plant that already been updated. We will talk about it later on. Right now, I'm deleting it. Don't have to worry about this. We will recreate all the camera angle, don't worry about that. Right now, let's add chair and table here. How we can do that. Let's select for table and hair. If there is any table and chair, we can find But before that, let's add lamp here. Simply click it and the lamp will appear here. Move it. Backward. Yes. Now, move it to the lab, spreas shipped D, right click, leave it and now move it. Ship D for duplicate, right click, release the duplicate and move to the right, shipped D, simply ship D, right click, release it, and ship D, right click. Now, we have a lamp here, right? 7. Add pole to support structure: Now let's add a pole here also, a pole that will be going to support this structure. How we can do that, let's shift a mesh add a slender here, go to item 0.2 0.2 and five. As we already know, the height is five meter, so I directly add the height here. For the pole, let's move it forward a little bit. Yes, the pole has been added, our structure is supported by this pole. In the real world, it will support this structure. 8. Add chair and table : So now, let's add hair and table here by, go to our polygon addon and select for Chair and table, if there is any, we can find. If there is any chair and table we can find, we will use it. Yes, here is our table and here is our chair. Let's click and add press S, increase the size and press R and press Z into the Z. Axis, let's move it to the right and make it a little bit up moved a little bit yes. It's not levitating. Now let's add this one, import it, press s, yes, and move it here. Perfectly fine. Let's add another table here. Shift D, duplicate, and right click, move it, and press R and Z into Z direction. Now, add it perfectly fine, press R and Z O it and make it perfect. Got it. Now let's Move, shift, press Control S for save. Now our table and chair has been added. Now let's go to our next part, that is a texture part. Go to our viewport shading in viewport shading, as you can see, there is nothing we can see press shift, A, mass, and go to light area, press S, increase the area, move it upward, and press R and Z Z N, press Y and move upward a little bit down and increase the power to 6,000 watt. It depends on you whichever works for you, you can use it. After that press shift A, another mess that it cube and the size of the cube, it go to item and make it. No, make it 1.5 and 0.3, move it backward. This is work like a plasma, one point. So it will work like plasma for our both give you that texture, go to our objects, select object, go to material and new. In the new secon, the material has been assigned to this and let's change the color of this material that's sold. Okay. Now, can we see? Yes, we have selected the EV 9. Add texture to front wall: Now let's go to another part that is shading mold, and in this sad, let's select this one, as you can see, there is no texture here. In the polygon section, let's select food. This met, let's apply it. Yes, the texta has been applied to this. Now set this table and check for any material. Yes, there is a material, plywood. Let's apply it. As you can see with just one click, you can apply the texture to this table. To this platform, let's add another texture. If there is any texture, we can apply. Let's check it. Yes, we can apply this texture here. As you can see, laser view and shading. If there is a Yes. I simply have changed the scale in the shading mode. That's all I have done. As you can see, there is a change in the scale. Right now it looks a little better. Now, go to this wall and select this one, go to our material, crash new and make it blue. Dark blue Yes, a little dark. Yes, it's perfectly fine and name it blue material. Slack this one, go to our material and slack for blue. Slack this. This wall, select for blue. Yes, it look better. With just one click, we can change the material texture. Right now, let's select this one, go to our edit mode in the edit mode, select this face and give it a texture. Let's apply this texture here, apply. We have select tab. So we have Aida texture here, but it's not looking like this. Let's select tab, select this one and assign it. Press tab, select this, select this material, go to our new material and make it Is there any blue? Yes. Select blue or slated blue. Let blue. With this material, let's simply press tab, select this wall, delete tab, you delete, press select this, press tab, select this one, now add material here, New assign By assigning it, let's now select this one. Apply. As you can see, the material has been assigned to this specific part. Now press tab it looks simple. Now, select this array that we have created before. After selecting this array, go to our polygon and apply this texture. Yes, texture has been applied to it. Selag this pole, and is there any metallic flesh? Yes, there is metallic finish here and apply this texture to this specific pole. Apply. As you can see, it's applied here. Now, 10. Add texture to side wall: Now, as you can see, the basic pass had been done. Now let's add a texture to this. Press tab, select this phase. As you can see, we can select this phase, and another plus new assign in the shading mode, go to our shading mode. In our shading mode, let's simply add this texture to this material. Assign tab, select, assign this material. Now in this dding, connect it with a base color. As you can see, it's perfectly fine. If there is any change, you simply have to go to UV editing and change by pressing G and move it. By pressing G, you can change the dimension here. It's really simple to do that. Now, the material has been assigned to this, this wall, go to our layout, press Shift and middle click and click it, press tab, go this phase, press Plus and give it a name. Give it a name. Yes, Nu and Nu. Press tab, select this phase material, assign. After assigning it, go to shading mode in the shading mode. Now let's add this image. Simply connect it to the base color. After connecting it, as you can see, it's automatically errated here. By using the same step, we are going to add this here also. By go to layout, let's select this one, press tab, select this one. But before that, let's make it halfway, why because it will appear automatically to the Hall of the wall. We don't want it to be stretched out to the wall. Let's see what it will look like once we apply material plus new all three and press tab, select this phase wall three and assign it. Once you assign it, go to shading. In the shading tab, let's apply it. Once you apply it, you will see the change here. As you can see, it's appear in all of the wall. We don't want it to be appeared in the inside of the wall. Let's simply press tab and go to layout. Make it 2.5 in width. That's all you can do? Yes. Press shift D, right click, move it to the wall. As you can see, there is a cabinet. Anyone can go inside and rest a little bit. Right now, let's press tab, slack this face, go to UV editing and change the dimension here. As you can see, we have to change the dimension here. Slack this one, press R, Yes, it's working fine. Select this, press G, move it. You can see the change here. It's perfectly fine. Now for this part, press tab, go to layout, this one and remove the material here. That's all you have to do. 11. Lights Camera and Render our booth: So now let's move to another part that is our lightning part. The light that we have already created here, let's move to our camera part. This is the final part we are going to create. Let's see what our camera is looking for right now. Press zero in num lock. It is a shortcut. After that, you can see this is what our camera is looking. Press F 12, this is what our camera is looking. Now let's cut it out and adjust the camera. Go to item, press zero in um lock and select the item, as you can see, you simply have to adjust the camera, what it will look like. After that, press zero in num lock again and select this camera, shift D, duplicate it, move it to the right hand side, and in the view section, select for this local camera and select for camera 001. The camera number will automatically appear here. You don't have to worry about that. Once you duplicate the camera, the camera will appear here. Duplicate it again, move it right inside, as you can see, 002 now appear. Now duplicate, let's undo it and right click and now press zero in num log, as you can see, we have selected a camera one or camera zero. Now, you simply have to adjust the camera. What our camera will look, make it 45 degrees. No. No, make it done. This is what our camera is looking from right hand side, as you can see. Now, duplicate the camera again, shape D, click, move, and in the view, slack for the camera 002, press zero. Again, in the item, you simply have to change the angle layer that's sold. There is one more angle we have to add that is from the above. Press this camera shape D, click above, move forward, and zero. Press zero in num lock. No, we have to select the camera number three, press zero. As you can see, this is what our camera is looking at. Let's change it by selecting the angle and the distance between our object and the camera. Now simply have to Now, simply have two slab. Do. Recording. Bike. Wow recorded, no. Ed. It is Abaco stato Denker. Key main motif open gonor So no. So now let's select this. Now we have another angle here, as you can see, now let's press F 12. Render view, as you can see, this is looking really nice. We have a booth here with the four camera angle with the light here and with the light. Now let's render each part. Let's go to our view, select camera number one in the render setting, let's select four cycles time limit to 2 seconds. Why? Because we don't want it to be really lengthy image because it will render the image as it is with the shades and with the shadows. It will take around ten to 15 minutes for one image to be rendered that we don't want, we want it to be fast. We simply add a time limit here to render our object. That's all we have selected DNOIs. Now let's go to our performance and film color management, go to our color management, go to our RGB, make it look high contrast. As you can see, there is a change here. In the render setting, make it. The output should be with the color management overwrite. View standard high contrast. Now, as you can see, now, press F 12. It will take a little bit of time. Now, here is our high contrast mas. Let's save it. Save as a one, save. Now go to our camera to press 12 again. Now, save as a two, now press Select camera two, press a 12. Image save as a three, save image as now select for camera three at 12. This is the upper view. This is what it will look like from the above. Now you can share all the images with your client. The booth images that you have created for your exhibition. Now let's go to our stall and check for the image. Now, as you can see, it is a high contrast image. It looks amazing. This is what we have created. 12. Project: Congratulations and thank you for joining this class. You have just completed a complete three D boo design in Blender or just want to sharpen your skills in Blender. Now it's time to share your work in Project Gallery. Your project is to recreate what you have learned. That is design your own event or exhibition booth in Blender. Customize it, add logo, add texture, it depend on you, add your own logo, add your own texture, render the final image, and upload in the project section. I would love to see what you have created. If you like this course, follow me on Skillshare and check out my other courses on AI TD Brander Graphic Design. Thanks again for being here. See you in the next score. Thank you for watching.