Guide to Creating Isometric Rooms In Blender - Beginner | Brittany Hart | Skillshare
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Guide to Creating Isometric Rooms In Blender - Beginner

teacher avatar Brittany Hart, 2D/3D Designer

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.

      1. Introduction

      0:23

    • 2.

      2. Modelling isometric room part 1

      10:03

    • 3.

      3. Modelling isometric room part 2

      14:53

    • 4.

      4. Texturing

      3:34

    • 5.

      5. Lighting, Camera, and Rendering

      2:19

    • 6.

      5. Outro

      0:15

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About This Class

I'm Brittany, a freelance graphic and 3D designer based in Brisbane Australia. My work with clients focuses on AR filters, Branding, and metaverse projects.

This class will go through creating your first isometric room. 

Firstly, you'll learn about modelling the isometric room, furniture, round windows, lighting, camera, and rendering. 

During this class, I will share personal tips and tricks for modelling your first 3D isometric room. 

Meet Your Teacher

Teacher Profile Image

Brittany Hart

2D/3D Designer

Teacher

As a passionate 2D and 3D designer, I'm always seeking new ways to create visually stunning graphics that captivate the audience. I've spent years honing my skills in various design software, including Blender and Adobe Suite, and have come to love the process of creating stunning 2D and 3D designs.

My passion for designing led me to start creating Blender tutorials to share my knowledge with others who are interested in the field. Through my tutorials, I hope to inspire and help budding designers bring their ideas to life and create something truly unique and breathtaking.

If you're looking to learn Blender, or just want to see what's possible with 2D and 3D design, check out my tutorials and see what I can offer. Together, we can explore the exciting world of design and ... See full profile

Level: Beginner

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Transcripts

1. 1. Introduction: Today I'm gonna be teaching you how to create an isometric room in Blender. I've created a bunch of isometric rooms now and blend it. I'm going to show you a bunch of tips and tricks on how to accomplish this. In this class, we'll be using Blender 3.4, which is a free software that you can easily download. Welcome to follow along with what I'm doing, I'll use the techniques to make your own masterpiece. Let's jump straight into Blender. 2. 2. Modelling isometric room part 1: Alright, so here we are in Blender. And the first thing we're gonna do to just make everything a lot easier as we're going to turn on to Add-ons. And so if we just go to Edit and then Preferences, so you just go to Add-ons. We want loop toes. This is going to enable us to do the round windows. And we also want images, planes. We're going to do this if you want to add in photos or anything like that to the rooms, are valid to add-ons that I would recommend for this class. So you can just take them here and then you can also go down here and you can save the preferences. So what we're gonna do to get started is we're going to tap into edit mode and go into face select these three phases, 0, and we're going to say the faces on them as well. What we're going to do as well is we will select the bottom one and delete that face. This will be the isometric heart of the room. What I'm gonna do is I'm going to select it all by pressing a right-click and we're going to sub-divide it, but probably going to do it about Stephen times. I think that's enough. Now the reason we're doing this as we are about to make the window. This is my biggest tip. I learned how to do this by myself and to even try to do round windows. This is how to do it. Well, this is how I do it. You don't have to do it this way, but this is the way I would recommend. Just select where you want it to NCAM, just going to insert it about this much. We want to right-click and then we want to go to Loop toes. We turned that on Boolean and then we want to go circle. Now you can see there is a circle if yours is rotated like this or anything, you can just rotate it and move it back. I'm going to scale mine down just a little bit, and I'm also just going to bring it out along these indexes. So it's a little bit higher than what I do is I actually deleted those faces, so we haven't actually just a circle in them. Well, you can do now is you can go into the modifies tab, you can add in the solidify modifier. And we're going to give this just a little bit of dip. So probably, maybe four by one Steven and we're going to click even thicknesses as you can see. But if you go at the top, it's not even so if we just click that or even it looks great. Now what we're gonna do is we're going to create the window frame. So go to each slit up here, and then you can option select or might even be hold, select this edge. Just hear. What I'm gonna do is I'm going to Shift D to duplicate and pay to separate the selection. We're going to go to object mode and then we're going to select that little circle that we just separated within. Gonna go to Edit mode, press a to select all. And what I'm going to do is I'm going to extrude it and then scale like this. As you can see, I forgot the solidify modifier is too long, so we'll just turn that off just there. I'll go back and select this ring extruded bad, dislike them. What we can do as well, we can just move it. You can play around with this however you like. What I'm gonna do is extrude it back, pick them. And if you want the bag to be done as well, you can do that. So that is the window. As you can see, it's a little bit bumpy and I might even just scale it in and just change the origin to the origin of the geometry. I'm going to add a subdivision surface like that, as you can see with clipping a little bit so we can just scale it in. But that is how I do the windows and then I just shared it smooth, super easy and super effective. One thing you might wanna do is you might want to make this a little bit thicker. Maybe. We might want to just scale them along the x, move that back. And now what we can do is we can actually turn this into a window seat. So now that it is a little bit. So I'm going to leave it like that. You can do whatever you want with it as well. What we're going to add it now is the floor, and the floor is going to be a cubed. We're going to go Jay, scale and scale it along the z. Then we're going to move it down just like that. Press Control one on your keyboard and you can actually see if it is in line, just like that. I love wood planks. So I'm going to show you how to do wood planks using the array modifier. This is a tip that I have developed over time. I used to do on a very different way, but this is the easiest way to do wood planks, wood flooring, and anything like that. So just add in a cube, scale it down. We want to scale it along this year as well. And then we want to scale it along the eggs. We're just going to move them down. Then I'm just going to move it back to the wall and we're just going to move it along just like that. So that is the first plank we have there. And what we're gonna do is you see a ray modifier. Now the reason that I do this is that a duplicates them as many times as you want while using the same geometry. So instead of having to manually duplicate everything, this is just a really great way to just get it all done, but also be a lot easier on your machine because you're duplicating from the same geometry, so has the same properties as the original parent of it. So it's actually gotten the wrong way. So we want negative one will probably issued negative 1.5. So that is a little Gaddis to L0 much so maybe 1.005. And just like that, what I'm gonna do is I'm going to scale how long the hicks and just bring it along like that. Wood panels aren't aligned, they're not symmetrical, anything like that. So we want to shift D, this one and then we want to move it along the y. And what we'll do is we'll also move it back like that, but going to add in two more. And then we'll, we'll do is we'll apply this array modifier. That means we can tap into mode and I would go into X-Ray mode by just clicking this button up here. And you can just bring these in so that they align. And then just bring this one back along the px jazz like that in turn off x-ray mode. Now, now what we're gonna do is you can double up your race and we can do another array. So we want to actually do it on the y, want to do it. Negative one, at least ten, you can just pull and drag where you want it as we'd probably want a negative two. I would say we go negative 2.04, just like that. And we want a few of them, so we're just going to increase the count just until the 10th. The law, we're going to do the same thing with this plank as well. So we're going to be moving at home the white again, and I think it's negative 2.4. And we're just going to be going like that. And now you have the plank floor done and it looks so good. So we're going to do now is we're going to add the bid. So we're going to add in a queue and then we're just going to scale it down. We're going to scale it down along the sand as well. And then we might also scale it out along the y. Play around with this depending on how big you want the bed. And I'm just going to bring it down a little bit. Awesome. Let's now make the bed frame for it. So the tab into inner mode, what we're gonna do is just subdivide this will go seven times. I think that's great. And then what we would do is if you press slash on your keyboard, we will just go into a mode where we can just see the bid, which makes it really easy to work with. I'm just going to select these faces along here for the legs. And I'm just going to extrude them down just like this. You can go out and see if you've made them long enough as well. But that is what I'm wanting the legs to look like. I might even add in a Bevel modifier, Navy just like them. So we have the little legs there and the rest of it. Now what we're going to do is we're going to select all of these faces by going to Shift D to duplicate and then Peter's your brain, the selection. So I'm gonna go out and then we're going to tap back into edit mode of the selection we just made. I'm going to make it a little smaller because this will be the mattress. Now what I'm gonna do is extrude it out tithing, that's perfect. What we're gonna do is we're actually going to duplicate the top face again and separate by selection. So now we have the blanket. Now what I'm gonna do is I'm just going to make it a little bit widen, but they ingest a little bit shorter. Now, this is a technique that I've loved to use, especially with anything that all for anything like that is ever going to select where the cloth will be just on the mattress here what we're gonna do is add a subdivision surface to it and then we're just going to shade it smooth. But we're gonna go over physics properties. I'm going to add a collision modifier to it. Then we're going to go to the sheet or the duvet cover. We're going to add a subdivision surface just to round those corners a little bit. And then we're gonna go to physics properties and we're going to add cloth. Then what we're going to do is we're going to press space bar. And you can say down the timeline down here. When we click Spacebar is going to go like this. And then we have the blanket going like that. Now one thing I didn't do, so we will just undo this. We just want to shade it smooth so that when it drops a lot smoother to deal with, we're just going to add the solidify modifier to Dubai and we can just increase the thickness like that. And what we might do is just put these guys the cloth simulation, then we can put it out like that. And now it looks more like a blanket. It's a lot softer. It gives it a very different look. I quite like what we've got here. I'm gonna do while we're still looking at the Buddha is add the subdivision modifier to the base of the bed as well and then shade that smooth and I might even increase that. So that is what we have there. It's looking very good. Now what we're going to do is go in and make pillows. So we're going to go in with a cube. Again. I'm going to press Slash and we're just going to make them a little bit thinner and then a little bit longer, just like this. Now there's a few ways that we can do this. We could just add a subdivision modifier like that. We can have really cute round pillows. They could tab and we could add a loop cut here, the loop cut here, and then we can scale in them like this, whatever way you want to do it. If you want to do it the way that I just did it, that's great. And then I just shared that smooth and it just gives it a little bit more dimension to be pillow go out of slush mode or down. And then we're gonna go back. And I'm just going to make them just a little bit bigger. We're also just wanting to apply the claw modifier. Just saw if we want to move it, they can move it easy. We just have this pillow. Once again, I'm going to use the array modifier to put the other pillow on the other side of the bed, just like that. So you can add as many pillows as you want if you wanted to duplicate this shifty Chris, and then just make them like this so we can put two little pillars on the bed or we can even make them smaller just like that and make him like that. So just adding a few more pillows there and then you can just rotate them however you need them and then bring them down at the theory Cue. 3. 3. Modelling isometric room part 2: Now we're going to work on doing the bedside table. So once again, we're going to add a cube and we're going to scale it down. I want to move it along the y. We're going to just bring it down to be a side table. Here. I'm just using slash to go into it so that we can see what we're doing. Then we're going to tab into edit mode. What I'm wanting to do is just subdivide this a couple of times. That is what I'm after them are gonna go down to the feet. Very similar technique for what we did with the PFM. We're just going to select them. And you can go out of slide-show mode if you want to see what you're doing so that we can extrude those feet down, chest like that. And then I'm just going to place them but they're going to slash just so we can see what we're up to. So we can see the top one. Hi, and then you can insert the bottom on it as well. Just like that, we're going to take these faces and then we're just going to extrude back just a little bit, just to add a little bit of depth than I extrude and scale in. And then I'm just going to extrude out just a little bit more. What you can do if you want to is you can extrude this drawer out the hallway and then you can pull down these phases, this, and you can never have been draw. But I think I'm going to make the journal is closed, but you can do what you want. Next, we're going to do the little handles. So what you can do is you can see you can select these vertices precise, just like that. And then we're going to extrude it along the y like that. What we're gonna do is add in the subdivision modifier. And as you can see as quiet, brandon, maybe a little bit more rounded than we want. So we might add in a few little cuts to the legs, say V2. And then we might add in a loop cut here to support the base of a couple of cups up then yeah, I'm loving how it's looking and then shade it smooth and he's looking right. I love the texture of hair. I just love him perfect. We're going to slash and I think he's a little small, so I'm just going to scale him up and move them up a little bit. It's our tables are usually about in line with the base. I'm having him like that. Perfect. Next we're going to make a little lamp for the bid so you can move your cursor just to the top of the bedside table. We're going to go Shift a and we're going to add in a cylinder, we only need 16 vertices for that, so you can change that down there and then we're going to scale it down. I'm also going to scale it down across the zero slash so we can not see what we're doing. And then we're going to get these vertices. Am I going to extrude it out? They may going to maybe extruded up, pull more time strewed, and then scale out like a play. And then what you can do is press J and then pull it down. And you can just play around with how you want this to look. I usually add a subdivision modifier to it. You can see it looks a little crazy right now. It's just looking a little bit more mushroom like, and I do love a mushroom and lamp. While we can also do is we can add in a little light. We could probably just do a UV sphere. We don't need a tip that much geometry and we can just, we can select it, press L and we can just scale it all the way down and then bring it in the top just like that. Perfect. What I'm gonna do is I'm just going to add the texture to this now while we're already here. So I'm just going to go mute and textures just say line and then turn the emission all the way down. Neely, just change the color just a little bit nervous and attend the emission. Then I'm going to select this one. Personnel. Can we might make this one maybe like in my screen, sign does change the mode of the top there is a sign so you can actually see what you're doing. I'm I make it just a little bit metallic and pull down the roughness just a little bit. We are going to shade it's worth just like that. And that is the little line that we have got a slash mark. And you can have a little look at how that is going to bring that up there. Now we're going to add in a cushion to the Windows. What I would suggest you do is you go in and you just select the faces where you want the cushion to be. So I don't want that one thing shifts d p for this to separate the selection. Now we're gonna go into a mode for that one. And I'm gonna go Option or Alt T to scale the faces along normal like this. Then we're going to go to a, and then we're just going to scale it a little bit. And I'm just going to scale it in as well. And that is how to make them really soft looking at cushion. And what we can do is we can end in the pillows to that as well if we want to, we can make it thinner or bigger role when it but we want to do with that, but that's just what I'm gonna do with the cushions. Next thing I'm wanting to do is I'm wanting to add a little bit of decoration to the wall. So I want to hit in maybe some bricks. So we'll go scale this one down and then we'll scale it along this stamen for top view. And then we can bring it back into the wall. And then we're going to add the array modifier to it. So we went negative 1.05 is to leave a little bit of a gap. And then we will scale it along x, just like that. And we will do a very similar technique for region for the floors. So we'll go Shift D to duplicate and then we will bring it down just here, hold on along the wall just like that. I'll actually go back and do it. Then we will apply this one tab into edit mode, go into X-Ray mode, and then pull them back so that they fit. Now what we're going to do is we're going to add in another array modifier to the top one. And we want it to be on the ears. We're going to go like that. And then we're just going to add them all the way down the ball. Don't need that many. And then we're also going to do it with this one as well. Just going to add the array modifier. Food along the SSID and then just add them all the way down the wall. Just like that. You can't really see it just yet, but it'll be easier to see once we texturize everything. I'm also probably wanting to add in some pink along the top of it. We can add in another loop, cut just there. And then when we can do is we can select the top. We can aggress Alt or Option E and extrude faces along the walls. Now it's looking a little crazy. So what we're gonna do is we're actually going to duplicate it and separate it, correct object mode. But we're going to do is we're going to add in the solidify modifier and we're going to just do the thickness and then go even thickness just like that. And I might even just make it a little bit smaller, just like that, just to shape the room. What I might even do is just hope day or shift D and just duplicate it and put up for the bottom as well. Then what we can do is we can just move up all of these books just like that. But I'm also going to do is just add an a beam down here just to divide up the wall with just a little bit. So to scale down this beam, Chris Stevens, I can see what I'm up to and then scale it up just like that. You see how it's shaping the room? Well, we can do is just apply the arrangement of fire. It's like this, and as you can see, it's duplicated. And another one, who does what does apply them tab and data mode. Press L to select all of it, makes me want to delete the whole thing. And now we just have the three, just like that. Now we're going to add in a couple of photo frames. So up here on the wall. So we're just going to go Shift a and we're going to use a queue and we're just going to scale it down for how we want it. Just like that. I'm going to tab in face, select just the front one and save it. And then extruded back along the y-axis like that, just so that it actually looks like a photo frame. And then I'm also going to add in the people modify it just to round it out just a little bit. And then I'm going to shade it smooth like that. Now the way to add an image is to go shift pay. Then we go to Image, and then we go images playing, and then just choose what image you want. I really want this image. If you just change one view urine, I'm just going to rotate it 90 degrees, essentially backwards. Rotate it 190 to scale it, and I'm going to move it, have made the photo frame not a square. So now what I wanna do is just make this work square, can bring this back just like that. So now you can see it's framed. And what I'm gonna do now is I'm going to put a bunch of photo frames around and I will see you after I do that. Alright, so this is what we're looking like, but those pitches on the wall, you can just see them Thea and you can do this however you lie on in your own images. It's so much fun to do and it just elevated serum so much. So what we're looking like now, we're going to move on to making flour cushions. And I love making class cushions. So it's very exciting for me. So we're gonna do is go shift is, and we're just going to move the cursor back to the world origin, just so he pops back in there, we're going to add in a round cube. I'm going to turn the radius up to one and then we're going to scale it down. We're gonna go into slash mode just so that we can see what is going on there. And I'm going to add an a subdivision modifier to this hand, then shaded smooth. Nice. What we wanna do is add in the petals. So we're going to duplicate this center and we're going to pull it down. And then we'll also can scale it along the Y. They can do this however you want. Go Control a and do all transformations and rotation and scale. If you don't do this, the next part won't work. So it's very important. Next we're going to add on a curve and we will the circle, and we're going to make that a lot smaller. Now we just want to apply the rotation and scale to that as well. I'm going to select the peso. We're going to add the array modifier. What I really, really like about this technique is that you can actually array the petals around the center. So it's really important to do this if you're making flowers or anything and saves so much time. And it's honestly my favorite technique to do some very excited, to be shiny. So we want to array before we sub-divide and we are going to go, we're going to select the curve as the object. Then we're gonna go into Object properties. We're going to go 360/5. As you can see, all of the little petals have populated. Now if we go into the one that we made, initially select the center of the thing. We want, just these vertices just here. And then we're just going to pull them down just like that. You don't really see that. I wow, but now you can see there's just a little bit more texture to it by going to the array modifier. If you don't do this, when you move it, it's going to just not move with itself and we're going to move that up. And then we're going to delete that. What we do is we going to sleek both of them and go Control J to join them. And now we have a flower cushion. You can also just scale it up a little bit more if you want it to be a little bit more plump shirts, I'm gonna go out of slush mode and I'm swap them around. What you can do is go back in. You can go into edit mode, select all by pressing a can press one, and then you can move it up along. The origin point is just at the bottom, you can just see it there. Then when we go back in here, I can show you this technique which I really like to use. Where are we going to snap the cushion around? It just makes it easier to move it around. So I go faced Harris, align rotation to target, snapped the same target, press G, and as you can see, it snaps to it. Once it's there, you can just rotate it. How ever you want. Have the little flowers like that so you can do it however you like. But that's how we're going to do it by going to put the 3D cursor just down here. And we're going to go Shift a and we're going to add in a cylinder. Then we're going to scale it down and then scale it down here as well. The center bring it up and I'm gonna go into slash mode just because I find it so easy to do. We're going to extrude it, going to press. Just like that. We're going to extrude a data, maybe a little bit extruded in, extrude it up like that, scale it out. So we're just making a little pop long. So I'm just extruding and again, extruding down scaling and then I'm just going to fill it just like that. So we're going to add a subdivision modifier to it. And then we're just going to say where it needs a little bit more geometry. So I'm going to add a little bit more geometry down the bottom. And I also might add a little bit more geometry chest and just shine it smooth. So we'll see what that's looking like. That isn't very cute. It is a little big. So we might just make it a little smaller, but then like a little bit taller, just like that. I want to add in a plant. So I'll just put the cursor back in the center and we're going to add in, Hey, poll lane scale that down, press Slash, go to top mode, scale it along the y. We're going to eat a mode, going to sub-divide it. And we're just going to scale on these ones scale and these ones, we might even pull that one out just a little bit, select all of them, extrude them up just like this. I know what his whole cuddly looking like a coffin. But now it is looking more like a leaf. So don't worry. We're going to select, use Edge, Select and select those two. And the evil gas like that. And then we want to just bring down the 0. I'm going to select the whole scale, it like that. That's looking great. We're going to select the middle vertices. Turn off proportional editing. We want on smooth. If you can't see it when you press G and might be really big. So you just need to use a scroll wheel to scroll it up or scroll it down. Then we're going to move it along the z axis. And we want to be just a little bit like that. I'm going to select these vertices as well, but I'm just going to bring that like that. And we're going to move it back. Turn off proportional editing. I'm going to use Face Select. I'm going to extrude and then scale and then extrude, cross. And then I'm just going to pull that down just a little bit and then just rotate it just like that. Then just hadn't another loop cut just yet. So this is the leaf that we hit. We're going to move it up to be centered. And then we're going to add the origin to 3D cursor Tambo, just shade it smooth while we're there. Now what we're gonna do is apply everything we're going to add in the array modifier. And I want to make maybe seven of these. And then we're going to add in, Hey, make it a circle. So just like how we did the flower cushion, play, all of the scales then go back to this one, go Object Offset, select the circle. And then we want to do say 360/7. So now that all like that, you can even take it a step further and twist them around a little bit more. And then you can, then you can pull them up using the z-axis. Just like that. Do you see how that's looking more like a little bit of a palm. What I noticed though is some of the like stokes don't reach the bottom. So I'm going to tab it contain a mode. It's just going to extrude them down just like that. So they all go to the same point. They're going to apply the array modifier. And then we're going to tab out of that mode, we can delete this little circle and then we're just going to bring this palm. And I'm going to make it smaller because it's huge, just like that. And I love how this is looking. We might just add in some dirt though, so we'll just do a round cube, put it up to one, scale it down, then we want to just move it along. 4. 4. Texturing: Move it along. Now what I'm gonna do is I'm going to go on and texturize everything. You can do this however you want. You can follow what I'm doing if you'd like to and learn a few more techniques, this is why we have to work with. So what I'm gonna do is I'm just going to work with the floors first. I'm gonna go over to the shading tab, and I'm just going to call this one. Sometimes we do more than one word. Would want. It's always good to start. You want to do a noise texture and we want to do a cholera and the color to the factor. Just like that, we're going to add in some brownie tones. And then I'm just going to scale the border a little bit, a little bit of detail and then just distorted. They can play with this however you want to add in the wood texture, the other bits of wood. And I'm going to add in that wood texture so that instantly brightens up the room. We're going to use a similar, we're now going to do the brick. What we can do is use something very similar or we can use them for a night shift, pop that into a color ramp just like that. And then I want it to maybe be a little bit change it to smooth a fungus there, increase the scale, decrease it, increase. It might even do that technique. We'll see what it looks like in the room. Yeah, so I think what we'll do is we'll just bring down the color, this one, and then we'll add the texture to the other side as well. So it's looking like that. Then I'm going to add in a new, what it takes to call this one would tooth decoration. So we want to add in a color ramp and then a noise texture. And then we're just going to make it a little bit of a darker wood, something like that. The teach out just like that. There might even be like a little red, but we'll sort it out. We want to add in to texture to the top and the bottom as well. We might even do is edit around the outside as well. And we might even add it to the base. As you can see, it's changed. This wall color would happen. And we're actually going to go to the texture panel, and I'll click the plus here. And we're going to do a new texture. So I'm gonna do a color ramp and I'm going to do a noise texture. Once again, color into the factor, color into the base color. And what I'm gonna do is I want it to be light like that. I'm just going to select all the faces. I want it to be on. There is an assignment just so that we can see what is happening with it. So I think this color maybe just his and talking about the scale and then turn off the roughness of it. I'm happy with that tone. And then when we go in, you can just select these vertices here, probably on that one, probably not that one. And then we can apply this material. Yeah, I quite like that. We want to add in the word to this one as well. So we're just going to go in and edit pins. Yeah, For the frames, I'm just going to add in the first word that we did from this point and you've made a few different shaders so you can go around and really do whatever you like with it. For the Dubai, I'm just going to make a chicken, a phage. So you can just go to chicken or that color into the base color and you can see the chick is just appearing there. We might do this, has a green chicken just like that. Can we mine? The roughness that you can change the chiggers size them is really big. Chickens just because we have a lot of like striped effects going on with the bricks and the panels down here as well. I'm going to click the little pillows and I'm going to add in the same effect. Now what I'm gonna do is I'm gonna go in and color all of the acids. And I will see you after that. 5. 5. Lighting, Camera, and Rendering: All right, so this is highly decorated. My isometric room. I'd love to see how you do try yours. Now I'm just going to show you how to set up the render we're gonna do is we're just going to add in a plane, going to bring it down again to make it a little bit bigger, I can rotate it just like this. I haven't taken a mode, select the back vertices, and then extrude it off like this one. Control B2B will make a bunch of failing and then shade smoke. Next, we want to end on the camera and zero on your numpad. Come over to camera two view and then just zoom out to how you want it to look. I'm happy with a dandy selected so you don't keep moving the camera around and I'm just going to add in, you probably want to, in an area lies, I would just go into Edit and then we're just going to rotate it towards see room just like that. I want to make it, hey, Eclipse. And then I think he will make it about 100. I'm rendering currently and EB, just because it's easier to show you and I'll switch it over to cycles in a second. But if you just select the button up here, you'll be able to see what it's looking like. Would that lighting I quite like that. I'm going to duplicate this one. We're going to bring it over here and we're just going to rotate it like that. And I'm probably just going to bring this one down to maybe 85. I'm going to edit in a point lot, bring it up and I'm just going to put it in the batches. They're making maybe 150 like that just so that it gives us the look that it's 3D. Sometimes it can look today, we might even doing it 200, just like that. I want to bring this one back. Then from this point, I just keep rendering it came looking at the image and going from there, I'm quite actually happy with how this looks. What I'm gonna do now is show you how to render it all in cycles. We're going to go into here to the renders properties and we're going to change it from ME two cycles because there were gonna go CPU compute. And I'm just going to turn it off the rendered mode because my computer won't render it fast enough and you start to feel safer max samples, I'm going to do about 600. You can do the full amount, but I usually do about 600 just to see what everything is looking like and I want to denoise it as well. And then that's really it. What I'm gonna do now is rendered and then I'll show you what it's looking like. 6. 5. Outro: So this is what my isometric room is looking like Britain did. I'd love to see what you created two, and if you have any other requests for tutorials, please let me know. But thank you so much for watching. I really appreciate it and I will see you in the next video.