Rendering Modern Living Room in Blender | Syed Khuram | Skillshare

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Rendering Modern Living Room in Blender

teacher avatar Syed Khuram, 3d Artist

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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

      1:56

    • 2.

      Importing the Layout

      1:08

    • 3.

      Establishing the layout's proper scale

      1:31

    • 4.

      Building the Walls

      5:32

    • 5.

      Creating the Flooring

      1:59

    • 6.

      Building the Window Frame

      6:33

    • 7.

      Creating the Window Glass

      3:38

    • 8.

      Creating Wall Paneling

      4:55

    • 9.

      Modeling the recessed Ceiling

      8:35

    • 10.

      Creating the niche for Curtain

      1:54

    • 11.

      Modeling L-Shaped Sofa

      14:14

    • 12.

      Finishing L-Shaped Sofa

      15:35

    • 13.

      Modeling Coffee Table

      11:09

    • 14.

      Quickly adjusting the Sofa

      1:55

    • 15.

      Modeling Pouf

      8:17

    • 16.

      Creating the Carpet

      3:15

    • 17.

      Modeling Floor Lamp

      10:55

    • 18.

      Modeling the Artwork Box

      3:59

    • 19.

      Modeling the Curtain

      9:08

    • 20.

      Adjusting the position of Central Seating

      2:22

    • 21.

      Applying Material to Wall Paneling

      3:25

    • 22.

      Applying Material to rest of Walls

      2:03

    • 23.

      Applying Material to the Window Frame

      1:05

    • 24.

      Creating the Glass finish for the Window

      2:35

    • 25.

      Applying Materials to Floor Lamp

      4:30

    • 26.

      Applying Material to Coffee Table

      1:34

    • 27.

      Texturing the Carpet

      4:54

    • 28.

      Texturing L-Shaped Sofa

      5:37

    • 29.

      Texturing the Pouf

      3:17

    • 30.

      Applying Material to the Flooring

      4:25

    • 31.

      Applying the Artwork

      5:45

    • 32.

      Applying Material to the Ceiling

      1:15

    • 33.

      Applying Curtain Texture

      4:11

    • 34.

      Adding and setting up the Camera

      3:21

    • 35.

      Adding Sunlight to the scene

      2:45

    • 36.

      Adding Indirect Lighting

      8:09

    • 37.

      Adding Light to the Floor Lamp

      2:19

    • 38.

      Making the Carpet Look Fluffy

      2:16

    • 39.

      Design Changes and Finalizing the Scene

      8:46

    • 40.

      Preparing the scene and Final Rendering

      1:54

    • 41.

      Post Processing in Krita

      13:45

    • 42.

      Conclusion

      1:05

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About This Class

Welcome to my comprehensive class on creating and rendering a modern living room in Blender! In this class, I will guide you through every step of the process as you learn to bring your ideas to life with

  • 3D modeling

  • UV mapping

  • Texturing

  • Lighting techniques.

But that's not all – I will also show you how to use the powerful Krita image editing program to add the finishing touches to the final rendered image, bringing it to life with color correction, filters, and more ensuring it looks absolutely stunning.

To make the learning process as easy and understandable as possible, I have broken down the course into smaller videos, with over 40+ video lectures that walk you through each step of the process.

  • Understanding the layout and importing it.

  • Modeling and enveloping the room with building walls, flooring , ceiling , windows and so on..

  • I will demonstrate modeling of all the furniture and positioning them as per the layout.

  • I will be texturing and coloring the entire scene step by step.

  • Finally it is all about lighting, illuminating and bringing life to the scene. And ending with the post processing the rendered image.

As we understand that in real-world scenarios, design changes can occur at any stage of the process. That's why I will also teach you how to deal with design changes and modifications, giving you the skills and confidence to tackle any project.

As your teacher, I'll guide you through the course material in a clear, concise, and engaging way, allowing you to learn at your own pace. By the end of this course, you'll be able to generate a professional-quality rendering of a modern living room that will amaze your clients and friends alike.

I assume you have at least very basic knowledge of using the blender application.

By breaking down the course into smaller video lectures, I have made it easy for you to follow along and learn at your own pace and create a "Modern Living Room".

So, whether you're a beginner with basic knowledge or an experienced 3D artist, join me now and let's create an amazing modern living room together!

I will be looking forward to seeing your renderings in the project gallery.

Meet Your Teacher

Teacher Profile Image

Syed Khuram

3d Artist

Teacher

With over 12 years of experience in the 3D visualization field, I am a professional in 3D modeling and rendering. My skills and knowledge in the field make me a valuable teacher. I have worked on a diverse range of projects, honing my skills and staying up-to-date with the latest industry trends. I am excited to share my expertise with you and guide you on your journey to improving 3D modeling and bringing your projects to life.

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Transcripts

1. Introduction: Hello As slowly com, and welcome to my comprehensive course on creating and rendering a modern living room in Blender. In this course, I will be guiding you step-by-step of each process, covering the techniques of 3D modeling, UV mapping, texturing, and lighting techniques. In order to make the learning process easy and understandable. I have broken down the course with over 40 plus video lectures that walk you through in order to reach this final random. Firstly, I will import the layout and establish an understanding regarding it. And then moving on, I'll start modeling the room with building walls, flooring, ceiling, windows, and so on. I will be showing the modelling of L shaped sofa from scratch and then modelling the coffee table, modeling the poof and the list goes on modelling all the furniture that is visible in the render. I will be showing the process of texturing and coloring the entire thing step-by-step. Then I will be starting to show the lighting and illumination, bringing life to the entire see, fine tuning and color correcting the material. And if you like to have a fluffy looking carpet, this is there, I will be showing it. And in the end, finally, I will be showing the use of greater or post-processing the rendered image. So what are you waiting for? Come join me now. And let's create an amazing modern living room together using Blender and Greta. 2. Importing the Layout: Alright, this is a fresh new scene. It comes with these three objects. Press a to select everything and hit the Delete key on the keyboard. So the scene is empty. You can see the thin collection. It's all empty here. So now I will import the layout. So the first thing I will do is go to my top view, press the Tilde key on the keyboard, and then click on top. Now from my top view, I will press the shortcut key, Shift a on my keyboard and select and go to image and click on Reference. I will browse to the location on the layout and load the reference image. Now the layout is imported. So this bottom half I will be ignoring as it is not visible in the camera you have seen in the introduction video. We will be focusing on the upper half. In the next lesson, I will adjust the scale of the layout. As per the room dementia. 3. Establishing the layout's proper scale: Alright, so I know the width of the room is 580 centimetre. So I will create a reference. I will press Shift a on the keyboard, and I will add mesh plane. So this plane over here, I will use this as a reference guide. I will press N on my keyboard, and I will adjust the width, the x value. And I will enter the value 580. So this is the With reference of the room. So what I will do is select this layout over here and press S on the keyboard to scale. And I'll just keep moving it around here. Okay, so maybe I will make this 1.1, 0.19 just to keep it rounded. Okay? So this one, I can delete the reference plane and I can rename this. I'll enter correct the name layout. So now I have the layout stablished to the correct scale. And we will move on to the next section, modelling the room. And we will start by building the walls. 4. Building the Walls: Okay, Let's have a quick tour of the room. This black color coded is the solid wall. All of here is the solid wall. And this is the entrance of the room. And this opening is for the window. Okay, Now I will add a plane in the scene. I will press Shift a and add a plane. I will press G and move it up. And then I will press Tab to go into the edit mode. And I will select the vertex from this side and move it up, aligning it. And then select these vertices, move it down and aligning it to this wall. Then I can just move it almost to the end of the room. And the same thing I will do from this side, press G and I can bring it over here. Now, if I go into my perspective view, I need to give the height to this wall. So I will press Tab again and go into the Face Selection mode. Click on the face and then I will press E, extrude. So I will extrude the wall up to 3 m. So I will enter 303 zeros, 0.300 cm. Okay? And now I will go back to my top view. I will press the Tilde key and click on top. And now, since I'm in the edit mode, I will press Tab to come out of the edit mode. I'm in the object mode. I will duplicate the wall, Shift D to duplicate, and move the mouse and click to accept it. And I will press R to rotate. And I will enter the value 90. Rotate this 90 degrees and press G to move it in place somewhere here. And I will press Tab to edit. I will go into the vertex mode and select the vertex. So to be on a safer side, I will press Z, click on Wireframe. So I can select all of the vertices and then press G to move it down and just align it to the layout somewhere here. Okay? And then I will just select and move it up slightly just following the layout. And then I will check in my perspective view. Okay, this is fine. I will duplicate this again. Press Shift D, and I will click on my middle mouse button. So it will restrict to the x-axis, the red one. And I'll just move it in place over here. And I will go back to my top view to align it better. And just move it back. And in order to snap, I can turn on vertex snapping. I will select the vertex. Okay? So in order to snap, as I am moving, I will press and hold the Control key to snap. Alright, and now I'll press the Tab key to go into the Edit mode and push to the wireframe mode. So I can select all of the vertices and then press G to move and just align it to the layout. Alright, checking my perspective view. So this side is remaining. I will continue and I'll go back to my top view. Select this shift D to duplicate and just move the mouse. And if I press the middle mouse button, it will restrict the y-axis. Just keep it aligned to the same axis. And then just click to accept it. And then press Tab. And I will go to the wireframe mode, select all of the vertices, and then press G to move it down. Okay? And then I can go back to my solid view. Select this wall over here. And same thing, press shift D. And I will press the middle mouse button, so it is restricted to Y axis, the green one. And then I can just position it as per the layout. Then I'll go back to my wireframe mode, press Tab to go into the edit mode. And I will select all of these vertices plus G to move it up. And then I'll just align it here on the layout. So now what is remaining? This wall is remaining. The easy way to build this one is I will select this wall over here. I will go to my top view, press Shift D to duplicate, and then I will bring it down. I will press the middle mouse button. I'll bring it down in y-axis and I will just place it over here. We have built the walls successfully and in the next lesson, I will create the flow rate. 5. Creating the Flooring: Okay, now we will create the fluorine. Fluorine is fairly simple. I will go into my top view, press the Tilde key, click on top. And I will press Shift a mesh and click on the plane. The plane is added. And I will press Tab to go into the Edit mode. And since this is just a plain, without going into the wireframe mode, I can click and drag and select all of the vertices. Press G to move up and I can press on my middle mouse button. It will restrict to the closest Xi's, which is why the green one. And I will just hold the Control key on my keyboard and it will snap. Okay, I will repeat the same thing. Click and drag to select the vertices plus G to move. And I will press the middle mouse button, hold the Control key, and it will snap. Select these vertices. And I will press G to move and press the middle mouse button. And I will bring the mouse closer, hold the Control key and it will snap. Same thing I will repeat. Click and drag to select all of the vertices. Press G to move. Move the mouse, press the middle mouse button. And I can hold the Control key and it will snap. Let's take a look in the perspective view, Alt and middle mouse button. And the flooring is complete. I will press Tab to come out of the edit mode. And I will quickly rename this fluorine. And I will go ahead and rename all of these walls just to keep it organized. So in the next lesson, we will start to build the window frame. 6. Building the Window Frame: Alright, I'm done with renaming all the walls and the fluorine. Now I will create the window, which is on the right-hand side coming over here. I will add a plane. So I will press Shift a on my keyboard mesh plane. I'll go to my top view and press G and move this plane in this place. Over here. I will go back to my perspective view. And now I will set the height of the window, which I know the height will be 230 centimeter. So I will press Tab to go into the Edit mode while the plane is selected. And I will press E to extrude. And I will enter the value to zero and press Enter. So this is the height reference of my window frame. Okay? And now I will go back to the object mode. I will press tab, I will come out of the edit mode, and now I'm in the object mode. Now I will set the depth of the window frame. The depth of the window frame will be seven centimeter. I will go back to my top view. Again. I will press G to move it in place somewhere here. And I will press Tab to go into the edit mode, and I will press Z to switch to the wireframe mode. And now I can select all of the vertices, press G and bring it down. And now I can snap it. Press G to move it up. And I will snap it, hold the control key to the wall over here. So there is no gap in between. Now, the same thing I will do over here. And I will go in my wireframe mode. Select all of the vertices. Now to my solid view, let me move this up just a little bit. And now I will press G again to move and hold Control to snap to the vertex. Alright. So now I have the height of the window frame and I have that depth of the window frame. Now, I need to insert this in order to create the frame out of this. So the easy way to do it, I will press Tab to go into the edit mode, and I will switch to the Face Selection Mode. I will click to select the face on this side and orbit around. Hold, shift and click to add to the selection. So I have these two faces selected. And now I will press I to insert. So the inset value will be seven centimeter. So I'll just enter the value seven and press Enter. So the thickness and the depth is seven centimeter. I need to create an opening out of this selection. Easy way to do it is, while these two phases are selected, I will go to edge and click on bridge edge loop. When I click it, it has created a hole out of this selection and added the phase for the depth, as you can see. Okay, now I have the window frame. I will press Tab to come back to the object mode. And I would like to fill the gap over here. So the easy way to do it, select this wall and then press Shift D to duplicate. And then I can press the middle mouse button. So it is restricted to the y-axis. And now let me snap this vertex to this vertex over here. Again, I will press G to move and press middle mouse button. And as I come closer, I will hold the Control key and it will snap. Now this side, I can extend press Tab to go into the Edit mode. The face is already selected. If not, I will click to select the face, press G to move. Press the middle mouse button. So it is restricted to Y axis, moving in a straight line and then just hold Control to snap to the vertex. Okay, so now my window frame is hidden. What I can do is go to my wireframe mode, and I will switch to the Vertex Selection Mode. Select the bottom vertices, press G and press Z so I can move it up and hold Control. It will snap. Now it is sitting on top of the window frame. Okay. So I have successfully created the wall on top of the window frame, and now I have to add the divider. The easiest way to do it is I will select this wall, Shift D to duplicate. Press Z. So I can move it down in the center somewhere here and right-click that the origin, origin to geometry. So the pivot point is in the center. And now I know the thickness of the window frame is seven centimeter. For this x value over here, I can set this to seven centimeter. And for the debt, or I can do is I can enter the value seven. And now all I need to do is press tab and I will select all of the vertices from the top and press G, n plus z to move it up and hold the Control key, and it will snap. I will do the same thing. I will select the bottom vertices and press G to move and press Z, restricted to z-axis and hold control so I can snap and press Tab to come out of the edit mode. The window frame is ready. In the next lesson, I will create the glass for the window frame. 7. Creating the Window Glass: Alright, now I will create the glass for the window frame. I will add a plane, shift, a mesh plane. The plane is added. I will give thickness to this plane. Press tab. I'll go into the Edit mode and the phase is already selected. If not, I will press a to select everything. There is only a single plane. Press eight to extrude, and I will enter the value one, so the thickness will be 1 m. Alright, so I will press Tab. I'll come back to the object mode. And I will press R to rotate and press X to rotate it along the x-axis. And I will enter the value 909t. Alright? And I will rotate it one more time. And I will press R to rotate and press Z. So it is rotating along the z-axis. And I can enter the value 90. Okay? And now I can go to my top view and press G to move this in place. Somewhere here. Okay, and now as you can see, I need to bring this up. Press G and press Z, so I can move this up and I can hold the control key. It will snap to the nearest vertex. And now I need to make the adjustments so that it can fit inside the window frame. Press tab. I will go to the wireframe mode and switch to the vertex mode. Select the vertices on this side. And press G to move and press the middle mouse button. So it is moving in a straight line and hold Control. Alright? And I will do the same thing on this side. Select all of the vertices, press G to move, middle mouse button, hold Control to snap. And now these bottom vertices, these bottom vertices I can select and move it down, press G and Z to move it down and hold control. So it will snap. Let's check in the solid view. And let me check in the top view. And I will switch to the wireframe mode. Plus Tab. Yes, this is almost sitting in the center of the frame. So the glass is looking fine. I can quickly rename and enter the name glass. And for the window frame, these are two separate objects. So what I would like to do is select and then Shift-click add to the selection. And now I need to combine these two into one single object. So while these both are selected, press Control J, and this will combine these two object into single object. Now I can rename this. I will call this window frame. Alright, so in the next lesson, we will be working on to create the wall paneling on this side. 8. Creating Wall Paneling: So now I will create the wall paneling. I'll go to my solid view. This is the wall that I will be creating. The wall paneling. The wall is selected and I will press Tab to go into the edit mode. And now I will press Control R. In order to add loop cuts. They move the mouse closer to one of the edges. It gives me the indication. So now it is showing me a single cut. So using the mouse wheel, I can increase the number of cuts. I need one more. So in total, I need three cuts. What I can do is left-click. And it is asking me to position it horizontally. I don't want to move it, so I'll just right-click and it will remain in the center. Okay? Now, I will switch to the edge selection mode. And I will hold click to select the entire edge loop. And then shift, click to add to the selection Shift and then click to add to this selection. Now, I will use the shortcut Control B to bevel it Control B. And then as I move the mouse, I can give the width to this bevel. So if I click that, I get the settings panel over here, I can click to expand. And then over here I can define the exact value. So if I enter the value two centimeter, maybe I'll reduce it to 1.51, 0.5. And I would like to have occurred in the center of these bevels. All I can do is increase the segments. And as you can see now, I have and additional code in the center of these levels. Okay? So this is done. I will deselect everything. And now I can Alt click to select the entire edge loop, the center one. And then I will shift all click add to the selection. And then again Shift Alt, click add to the selection. And now I will push these edges back so that I get a little bit of dent the press G, and then I will press Y. So I would like to move this back in the y-axis. And something like this. Let me open this, expand this. So how much I want to move? I will round it off to 1.6. Okay? This is done. And now I would like to have horizontal cut. While still in the edit mode, I will press Control R and bring the mouse closer over here. So now it is giving me the indication I will use the mouse wheel to increase. I would like to have just one more. And I will left-click to accept it, and then right-click to leave it in the center. Okay? Now, I will click to select the entire edge loop and then shift click to select the entire edge loop, adding it to the selection. Alright, I will repeat the same thing. Press Control V to bevel. And it remembers the previous settings. It is giving me the cut in the center as well. So the previous value was 1.5. I will enter 1.5. And yes, I need the cut in the center. Yes. Now I will deselect everything and all click to select the entire edge loop. Shift Alt, click to add to the selection. And now I can just push it back. So press G to move and press Y to give the direction. And just move the mouse and click to accept. And then I can just give the value 1.5. Okay? This is good enough. And then press Tab to come out of the edit mode. The wall paneling is done. In the next lesson, I will be creating the ceiling. 9. Modeling the recessed Ceiling: Alright, I will begin to model the ceiling. I will add a plane, Shift a, and select mesh plane. The plane is added. And I will go to my top view. And I will press N on my keyboard. So I can bring up the dimension. And I can increase this to 500, maybe 600. Okay, This is looking better. I can press Tab to go into the edit mode. And I will switch to the wireframe mode, press Z and click on Wireframe. And I will switch to the vertex mode. I will select the vertices from this side and press G to move middle mouse button. So it is restricted to x-axis and hold Control to snap. Okay, And then same thing. I will select the vertices G to move and then hold Control to snap. And then the same thing over here. Press G to move and hold Control to snap. Same thing over here. This is a minor gap, but still I want to snap it. Okay. Yep. It is snapped. So now I would like to adjust the height of the ceiling. I know the height of the ceiling is 60 centimeter. Okay, So while I'm still in the object mode, and I will quickly rename this. I will enter the name ceiling. Easy to understand. And now I would like to adjust the height of the ceiling. The height of the ceiling is 60 centimeter. So I will press G to move, and then I will press Z. So it is going straight up in the z-axis. And I'll just type in the value 260. Enter. As you can see, 260 centimeter over here. So this is the height of the ceiling. Let's check in the solid view. And I will give some thickness to my ceiling. So press Tab to go into the Edit mode. I will select everything. There's a single plane, press a to select everything, and then press E to extrude. And then I'll just bring it over here. This is the ceiling. And now I would like to create a racist ceiling out of this. So if I go to my top view and in my wireframe mode, let me show you this rectangle that you see. This is indicating the carpet dimension. Alright, I will follow the copper dimension. And I will use this to create my recessed ceiling. The ceiling is already selected, as you can see. Again now, I will isolate the ceiling and the layout. I will select the ceiling. Control. Click the layout, and go to View, local view, toggle Local view. This is to isolate. I can also use the shortcut forward slash. So I'll just click it. And now I have just a ceiling with the layout. I will deselect everything. Click to select the ceiling. Press tab, go into the Edit mode. While I'm still in the Face Selection Mode, I will click this face and then shift click to select the face at the bottom. These two phases are selected. I will go to my top view and in my wireframe mode, I will press I to insert and then move the mouse. So I will bring it over here. And now I will switch to the vertex mode. Click and drag to select the vertices. And then press G to align the vertices to this boundary over here. And then same thing I will repeat. Select the vertices on this side and then press G to move and then align it over here. And then I will select the remaining vertices. And then press G to move middle mouse button. So it is moving in the straight line, just about here. Okay, so now if I go to my perspective view and then my solid view. So this is, I will select the face. This is the face. I will be extruding up to create the niche for the indirect lighting. So the easy way to do it is I will select this face and then shift click to select this face. And come over here to edge and click on bridge edge loops. What this will do is it will create the hole and fill the gaps with the faces on the side. Alright, and now what I can do is create an edge loop. Here. I will press Control R and then click to accept it. And then I can use the mouse to adjust the height of it. So maybe this much is enough. Okay, I would like to select the entire face ring. So the easy way to do it, select the edge over here, and then come to select, select loops, edge ranks. So this will select the edge ring, all of the edges around. And now while this is selected, I can come over here, hold control and click phase. It will connote the selection two phases. Now I would like to extrude the lip out of it. So the easy way to do is press a to extrude and just right-click. Newly extruded phase is just sitting over here. In order to bring it out equally. I will press Alt S and move the mouse. Maybe just about here. Five centimeter, five centimeter. Let's take a look in the top view. Okay, so this is what has been extruded out. Equally. This is where I will be putting my indirect lighting later on. And now I would like to close the top. So the way I will be doing it is I will create a new plane, shift a plane, just move it in place. And in my wireframe mode, I will switch to the edit mode and then just move it, align it, and then just align it quickly, G to move. Now if you see, now you can see I'm trying to fill this gap that will move this up. The z-axis, more of this up. And let's check in the front view. So this much, I would like to bring it up and then I would like to give thickness to it. So go into the Edit mode, select the face, press E to extrude, and then just bring it up, maybe slightly up. So it is easier to select later on if I would like to. Now, as you can see, I've created a recessed ceiling where this is the lip that will be holding our indirect lighting and this is to cover up the ceiling. Okay. And now I can rename this. This will be part of the ceiling. Okay? In the next lesson, we will create a niche that will be hiding our curtain. Alright, let's do it in the next lesson. 10. Creating the niche for Curtain: Alright, so now the recessed ceiling is done. And let's exit the isolation. Go to view, local view. We can also use the shortcut forward slash. Now we are back to the entire thing. Okay, Now, so what I would like to do is create a niche for the curtain. I will select the ceiling, the ceiling as well. Shift click to add to the selection, and then shift click this side as well. And also I will select the layout, just control click over here and then I can isolate. So now all I have to do is select this ceiling, the main ceiling, and go to my top view and my wireframe mode, I can press Tab to Edit, go to vertex mode and select all of the vertices and press G to move, and I will move it just about here. Okay, Let's check in the perspective view. While this is still in the edit mode, I can press Control R, add a new cut, click. I can use the mouse to adjust the position of it. Maybe this much is enough, and I will switch to the fifth selection. Click the face, and then I can just extruded out e to extrude and then just bring it out. So this is how easily we have created the niche for the curtain. Alright, so now we will move on and start modeling the furniture. 11. Modeling L-Shaped Sofa: Alright, so we will start modelling the furniture and we will start with the L-shaped so far. So the first thing I will do quickly is hide the ceiling. I will select the ceiling and shift click to select another part of the ceiling, the recessed part. And I will press M on my keyboard to move this to a new collection. So yes, click on new collection and I will give a name, ceiling and press. Okay. As I scroll down, there is a new collection called sealing. And I can just hide it. So it is easier to work with. And for the fluorine, if I press the period key on my keyboard, I can quickly switch to the selected object and maybe I can hide the flooring as well. So first I will be creating the back and the side of the sofa. And this is the dimension that I will be following. Okay, so I will go to my top view and I will add a plane, Shift a and add a plane, press G to move it in place. And I'll just align it here. And then go into the Edit mode, switch to the vertex mode. And I can select the vertices and move it to the entire width of the sofa. And then select these vertices from the front side. And just move it and aligning it to the entire width of the sofa. I will go into the Edit mode. Once again, select the face, so I will extrude this to the height of 80 centimeter. This is the overall height of this so far. So what I would like to do is delete the middle part. So edit mode, press Tab to go into the Edit mode. I'll just click the parts that I would like to keep. So I will select this face and then shift click to select this. And shift click to select the backside. So all three sides are selected. So I will invert the selection control I, and then press X and click on faces. This way, I'm just left with the back and the side of the sofa. And now I will come back to the object mode. I would like to apply thickness to the shell over here. So the easy way to do it is come over here to modifiers. And I will add the modifier called solely d Phi. And now I can increase the thickness. Okay? As you can see, it is not even. So we have the option over here to click and to make the thickness even. And let's just drag it and bring it closer to the, I think it is 12 centimeter or maybe I'll just add, add one more to 13, 70 meter. So I will click this arrow and apply. Alright, so now I have the backside of the L-shape sofa. So now I will create the bottom cushion. Okay, Same thing. I will create a plane, shift, a mesh plane. In my top view, I will just move it. And I will just align it over here. And edit mode, select the vertices, and then just align it to the front of the sofa. And then I will, just following the layout, I'll just bring it over here. Alright, so the leg height of this so far is ten centimeter. So I should raise both of these ten centimeter up. So for this one I will press G and press Z to move it ten centimeter up. Same thing for this one. I will go into the Edit mode and just aligning the camera, the perspective view. And then go into the wireframe mode and then select all of these bottom vertices, press G and Z to move it in the z. And then I can just enter the value ten centimeter. As you can see, ten centimeter back to the solid view. And now I will continue working on this bottom cushion. Ok, and now I will give thickness to the bottom cushion. I will switch to the Face Selection Mode, select the face and E to extrude. And maybe 22 centimeter, I will give the thickness. Okay. And now I will create the cushion. The seat cushion and for the seat cushion, I will follow the layout. And as you can see in the layout, we have three cushions. I will select this and duplicate, Shift D to duplicate. And I will move this up 22 centimeter, as we know, that is the height of this bottom cushion. This is sitting right on top of it. And now I can reduce the thickness. The overall thickness for this question will be 15 centimeter. What I can do is press G to move it back and just snap it to the, to the starting location. And then I can just move it back up. Press G to move, press z in the z direction and just enter 15. So this way, I have reduced it to 15 centimeter thickness. And now in my vertex mode, I can select these and align it as per the layout somewhere here. Let me go to my top view. And in my wireframe mode, I can align it easily. Press G to move. Just bring it to the center over here. Okay? And now press Alt D, that will make a duplicate. But this is linked to the first one, meaning any changes done to the first one will be reflected here. So I will press X, so it is moving straight. I will just align it here. I'll just make sure in my top view, just snap it and then press Alt D Once again. And then just bring it over here away. And now if I move and hold Control, I can snap it. So any change I do will be reflected as you can see. Alright. So now I have created the top cushion and the bottom cushion. Same thing I will do first. So this one I can take and duplicate. I'll go to my top view. Shift D to duplicate. Just move it over here. Click to accept and I will rotate this, press R to rotate. You can see the pivot point is over here. So if I am rotating, it is rotating as per this pivot point. So let's bring this pivot point to the center of the object. Right-click Set Origin, origin to geometry. And now you can see this dot representing the pivot point. So now if I press R to rotate, it, it's rotating as per the new pivot point, and I will just enter the value 90. So I can rotate this 90 degrees and press G to move and align it better. Let me snap this over here. Alright. Let me double-check. No, this is wrong. I will just undo it. Okay, I will go back to my top view. And now if I press G to move and I would like to snap, I will press Shift Z. It will ignore the z value. It will not go up in the z value or down in the z value, it will only move in the x and y. So now if I press hold the control key, it will snap, but it will remain in its original value. Okay, So now let's adjust the size of it. I'll go to the wireframe mode, press Tab to edit. And I will select these vertices and just move it. Maybe I'll align it, snap it. And these ones, I'll just push it back just like this, following the layout. And let's check in the perspective view. This is fine. Now I would like to create the top cushion. I will press Shift D to duplicate and press Z. So it is moving up. Bring it up first. And now if I press G and move it down, hold control, it will snap. Alright, let's align the thickness. Press Tab to edit. And I will select the top face. Press G to move z. So it is in the z-axis and hold Control, it will snap. Okay, now, I will create the legs. That is very simple. Again, I will press Shift a and add our plane, and then let me quickly adjust the size. Let me make it ten centimeter thickness over all. In my top view, I can position it going onto the wireframe mode. I just put it over here and we'll select it. And let me give high to this leg wide. I am still in the edit mode, press E to extrude, and then I can just bring it up so that it is penetrating, so there is no gap. Let's collapse the scale to one. Plus control a click on Scale. And let's center the pivot point right-click Set Origin, origin to geometry. And now I can change the thickness from ten centimeter to seven centimeter. This is looking fine. And now I can, in my top view, in my object mode, I can duplicate this. I will press Alt D. So I can make this as an instance. And then I can shift click. Both are selected alt D. Then just bring it back over here. Alright. So this one maybe I can just bring this to the center. Then all t Once again, and then just bring it over here. And they again and then bring it over here. D copy one over here, something like this. And also d just bring it over here. This one I think I can move it slightly, aligning it to the front side. Alright. And then maybe I can add one more to the center. Okay. Okay, the legs are added to the sofa. Alright, now I will add the backrest cushion. So I'll just select these ones. I can duplicate this, shift D, C to move it up. And let me bring the pivot point to the center. As you can see it, it's just floating over here. Right-click origin to geometry. And now if I take a look, right or left view and my wireframe view. So let me rotate this to the angle, something like this. And I can adjust the height of it tab. And I can click this face and move it along the local axis. Press G to move and G once again. So now it is moving in the same local axis, somewhere here. And now I can press Alt D, So this is linked. I will move it and then I will move it closer and hold Control to snap it. And then I will press Alt D one more time. Bring it out, and now move it closer so I can snap it one more time all day, bring it out and move it closer and then I can snap it. Now this sofa needs additional fine tuning that we will be doing it in the next lesson and we will finish up modelling the sofa. 12. Finishing L-Shaped Sofa: Alright, let's continue working and let's add more detail to our L-shaped sofa. I will select this back piece and let's add subdivision to this. So first, I will right-click, bring the origin to the center of the geometry and go into the Edit mode press tab. And in order to add subdivision, first, I would like to add more loop cut so that I can hold the shape better control or, and I can just click and bring the mouse over here. Control R. Click. And now I can just drag the mouse. So click to accept. Okay, so now this is good to hold the shape from both sides. Okay, Let's do the same thing for the top and the bottom Control R. And then just click. And then I can just move the mouse up somewhere here. And then I will do the same thing for the bottom Control R and click to accept and then just move the mouse to the bottom so that it can hold the bottom better. Okay, let's apply the subdivision modifier and then we can adjust as per the shape. So click Add Modifier and then click on subdivision surface. Okay, and let's increase the level to two. Okay? What I can do is I can turn off these smooth display and I can only show the original cage. So if I click this, it will show me the original cage. But if I keep this on, I can also see the end result at the same time. So depending on what is needed, I will turn this off for now. So anytime you're done and you want to see the end result, so just come back to the object mode, press tab and you can see the end result. Alright. So I will click select this entire edge loop, and let's turn on. To see the end result. I will press Control V to add a bevel. Now we can see the end result and we can fine tune it. So I will use my mouse wheel to add more loop cuts. So you can see the shape better. So let's say so to loop cuts and I will click to accept. So here I can type in the exact value I want. Let's say ten centimeter is good enough for now. Okay? I will repeat the same thing on this side. I will right-click to select the entire edge loop. Press Control B. And I can just click so I can get the settings over here. And I remember the value from the other side. And it is ten centimeter with three segments. So just click it and press Tab. So this is the end result that we have. And now we can find tune the shape over here. Press tab, and we need to add one more loop cut that will hold this shape. I will press Control R and just click. And now I can bring the mouse closer. As you can see, the shape is getting better. So somewhere closer, somewhere here. And now, as you can see, this is not straight. So let's go and take a look in the top view. In the wireframe mode. As you can see, this is going upwards. In order to make this straight, what we can do is use the scale feature S to scale and y for the y-axis and just enter the value zero, Enter. Now this way we have made this loop cut straight. As you can see, the shape is holding much better. Alright? So same thing I can repeat over here. Control R. Click and bring it closer over here. And now we know in order to make it straight, S to scale. And then y, and then press Enter. So now this is straight. In my left view wireframe mode. I can just align it with the other side. I can just align it. So it is matching up same distance as it is on this side. Alright, so now the backside is complete. Now let's move on. And I will start with this bottom cushion. So I will select it, go into the Edit mode. And let's add loop goods, Control R. Click and bring this up. And Control R, click, bring this down. Okay? And now we need to add, Let's isolate it first. I will press the forward slash so I can show it better. We need loop cuts on both sides, press Control R, and then use mouse wheel and click. I can press S to scale, and I can press X. So it is only scaling in the x axis. So I can easily adjust it. As you can see. Now we need two more loop cut. Control. R. Use the mouse wheel to add to loop cuts. Click to accept. And then right-click. It is in the center. And now I can just scale this outwards, press S to scale. And this is the y-axis, the green color, just press Y and then just drag it out. Something like this. Plus tab. Now I will add the subdivision modifier and just increase the level to two. As you can see, this is looking much better. Let's press the forward slash and we are back to the normal view. So this is looking much better. Let's do the same thing over here. So as we know, these all are instances. So anything I do will be reflected. So press Tab to go into the edit mode, and I will press Control R. Use the mouse wheel. Click to accept, right-click to keep it in the center and scale it in the x axis. And just bring this out somewhere here. Okay, and then we will do the same thing for the top and bottom Control R. Use the mouse wheel, click to accept and then right-click to keep it in the center. And then scale it in the z plus S to scale and then z, then just drag it out. Alright, so we need one more here, front and the back. So in the wireframe mode, okay, I can just isolate it, press Tab to come back to the object mode and then forward slash. So I'm in the isolation control arm. Use the mouse will click to accept, right-click to keep it in the center and scale it outwards. And as you can see, this is the y-axis. So I'll just press Y and then just bring it forward, something like this. And now I can add the subdivision modifier, increase the level. Now, let me show you something. Press tab. Let's click this edge loop over here and press G to move it down further in the z so it holds the shape more tightly. And then this one, I'll click. I will bring this down further. So I get even more smoother shape, press G and bring it down. Okay? Now this face in the center, Let's select the face and just push it up so I get even more software shape. Press G and Z. As you can see the shape. Nice cushion look, that's come out of the isolation. Okay, So these instances needs to have subdivision modifier applied. Let's come over here. Apply the subdivision, increase the value. Same thing over here. Apply the subdivision. Ok, so our sofa is taking the shape. So we need to apply the same similar settings for this side as well. Alright, so using the similar technique, I have fine-tuned this seat cushion over here. And we need to apply the similar settings to the back cushion over here. I just need to work on one cushion. The remaining are the instances. So I will press Tab control are used mouth, we'll click, right-click, Gale in the control arm. Click, and then I can just easily move it up central our click and I can easily move it down. The reason I'm doing it one by one because this is not in straight angle. We need to add one over here and one at the back. And let's add a subdivision modifier and see how it looks. Subdivision modifier increase the level. And let's add a subdivision modifier for this as well. So we can see the result Plus tab. And let's select the front phase. Press G, and let's push it out. Okay? And I would like to reduce the thickness over here. I need to switch to the edge mode or click to select the entire edge loop and press G, G to move it in the local axis. This way I can reduce, select this edge loop over here. Click. Let's add manually. Shift, alt, click, shift, click. And now I'll press G, G. I can bring this down. And I think this is looking way too much. Let's produce this selective phase. Push it back lightly. And let's add two more loop cuts in the center. Click. And I will scale it. Scale it in there just to give a little bit more shape of a cushion to it. Looking much better. In order to make this look smoother, select the object, right-click and click on Shade Smooth. So plus tab. Go to the Face Selection. Click on this face and push this out. Slightly old clip from the edge. And it will select the entire face loop. And let's Control click to de-select. So what I can do is go into the wireframe mode and control drag to de-select everything from the bottom. And we have only the top part selected. And let's push it up, press G and Z, so I can just push it up. So we have more of a rounded shape. And I would like to push this phase out as well. Just a little bit. Select this face and push it out. Okay? I will do the same thing from this side. Select this face and just push it out slightly. The next thing I will do is add some beveling to our leg piece. As we know, these are all instances. So I'll just modify one piece. Let's take a closer look and just go into the Edit mode a to select all of the edges and then press Control B. And I can add slight bevel to it. And I can manually add 0.25 and click to accept it. So this gives a slight edge detailing to it. Alright? And then we can just right-click Shade Smooth these as well. We have completed the modelling of the L-shape sofa, but I think this is looking way too crowded. I think I should reduce it from three questions to two cushions on this side. So I will be skipping the part in order to save time. And perhaps I think I can duplicate and add a smaller cushion. Bring this forward and rotate this along the Z-axis. Just position it over here and scale it down just slightly. And bring it down slightly, just a little bit. Let's adjust this in the top view. Something like this. This needs to move in slightly. Shift D to duplicate. And middle mouse button click. And now press Control M to mirror it. Control M, m for mirror. And now I will press X for X axis and left-click to accept it. Now, let me just move it in place. Just little bit penetration so it looks like it's bending slightly. One last thing I would like to do is reduce the height of the leg, but I will be skipping it to save time and also encouraging you to do it in your project. Alright, so I have adjusted the height of the legs. Let's move on in the next lesson and I will start to model the coffee table. 13. Modeling Coffee Table: Alright, I will begin to model the coffee table. I will select the layout and isolated. I will again start with a plane, shift, a mesh plane. Okay, So initial values I will add for the coffee table, the width is 150 centimeter and the depth is 80 centimeter. So this is, this is what I have that I will be working with. I will move it in place roughly. So somewhere over here, the height will be 45 centimeter. So I will move it by pressing G and Z for the z-axis, and I'll just type in the value 45. Now, I will press Tab to go into the edit mode. And I will select this edge over here and extrude. And I will press D. So it goes down in the straight line. And let's bring it down all the way back to zero. And it is going to be -45. And now this edge, I can just push it in, push it in. And I can scale this in slightly. This bottom edge. For this one, I will just scale it just slightly so that it follows the shape a little bit. Now I can add a bevel to it, so Control V. So click it, I will get the settings and I can enter the value D. And with the segment in the center, we're here. This is fine, so I will accept this. Now, let's add thickness to this mesh. Before I add thickness, I will apply the scale. The scale value becomes one. Press Control a, and click on Scale. As you can see, the scale value is one. And now I will add the modifier, solid D5. I will add five centimeter thickness to it. And then click this arrow and click on Apply. Now, I would like to add loop cuts to it. So Control R. Click and then bring this up closer. Alright, I will add one more click and then move the mouse closer. Alright, let's add the subdivision modifier and see the result and increase the level to two. Alright, as you can see, the shape is coming nice. Over here. This is the original cage. So let's add one edge loop so I can reduce this roundness that I'm getting. Press Control R, bring the mouse closer and click. And now I can bring the mouse closer to the boundary. Let's click somewhere here. Control R, and then I will click and drag the mouse. So I can hold this shape tightly. Control R, click and drag just to match on the other side. Now, in order to get this roundness, what I can do is select this edge. Maybe I'll include this selection as well. Shift click to Add and shift click to add this as well. Same thing over here. Shift-click, Shift-click, and then one last tiny bit over here, shift click. Okay. And now in order to get the rounded shape, I can just scale it inwards plus S to scale and just scale it. And so I get this rounded shape over here. I can use this and bevel it. Click and drag and bevel it further. Something like this. And I think this value six is good enough for I can apply the same thing over here. I can just click and drag. So I will select in the wireframe mode. And now I can press Control B. Yep. And just ended the value six. Okay. Alright, I need to bring this up. As you can see, it is penetrating the fluorine plus tap to edit, go into the wireframe mode. And I will switch to the vertex mode. And then select everything and press G and Z so I can move it up. Sitting on the floor. Nicely done. Alright, and now I can walk on the bottom part, the support, the support that is holding this top piece. I will again add a new plane, shift a mesh plane. I will go to the top. We'll just move it in place and scale it down somewhere here, aligning it to the center, bringing it here. Okay, Now I will go to the front view. And I will push it up somewhere over here. And I will go into the Edit mode. In the vertex mode, I will select all of these vertices and just start from here. In the wireframe mode, select all of the vertices and bring it over here. Okay? I will go into my edge selection mode. I will select this edge and I'll start to extrude it. The easy way to extrude is I will go to my front view and hold control. And as I move my mouse cursor, right-click, it will extrude to the mouse pointer location. So if I bring the mouse pointer over here, right-click and it will extrude. Right-click. Right-click, Right-click, Right-click, and right-click. Let's take a look in there. View. As you can see, all of these edges we're extruded following the mouse pointer. So this is another way to extrude. And let's start to shape this better. I'll just move it just to get some rounded shape. And let's add a bevel, select this edge Control B. And I can bring it all the way. And then I can merge these vertices as they are sitting on top of each other. File, select all of these in the wireframe mode, and press M and merge by distance. Okay? Now if I single click on the vertex and try to move it, there is only a single vertex, so it is merged. Okay? I can just try to just try to adjust it for the shape is a bit more rounded. Bring this closer. Selecting the wireframe mode. So I can select all of the vertices, adjusting the shape before applying the subdivision modifier. Okay, now I can apply the subdivision modifier, but before I do it, I will apply this scale controlled a click on Scale. Now I will give thickness to it. In the wireframe mode, Let's give some thickness to it. Let me adjust this so it is sitting on top of the fluorine. And then this is fine. Now I will add solidify, change the direction of the thickness, and I will enter the value of thickness minus three. And I would like to scale this inwards. Scale this inward slightly. Again, scale this inward slightly just to follow the shape. Scale this even more. Now, let's apply this thickness. Click Apply. Now I will add subdivision modifier. Now let's add loop cuts to fine tune the shape. Press Tab, press Control R. And then just click ones. Bring it out closer to the edge. And then Control R. Click and drag. Any time if you feel like you want to readjust the position of it, press Alt click to select the entire edge loop. And then we can press G, the move tool twice g, g, and we can position it in the local axis. So I will right-click and press G, G and bring it more closer to the outer edge. And I'm happy with the results so far. I will be increasing the level further. And let's adjust the height of these. So let's move this down plus G and Z. And let's bring this up slightly. I think I can rotate this and move it in place so it is touching it properly. I can adjust the position of it so it is touching the fluorine somewhere here. Okay, So now what I will do is right-click, click on Shade Smooth, right-click and then click on Shade Smooth. Okay? So the modelling of the coffee table is complete. Now I can exit the isolation, press the forward slash, and in the next lesson I will quickly adjust the size of these so far before moving on further. 14. Quickly adjusting the Sofa: Alright, let's quickly adjust the sofa. I will select the back cushion shift click to add to the selection and then Shift-click. So now these three objects are selected. I will press tab. I'll go into my wireframe mode and just select all of the outer vertices. And I will move it, press G and move it in the x-axis. I think this much is enough. I will enter the value 11 centimeter is the entire thickness. Okay, So now I will quickly adjust the remaining ones. I will click, shift, click. These two are selected. All I need to do is move it in the same distance in the x axis plus g and middle mouse button click, so it is moving in the x axis and click and just enter the value 11, 70 meter. And now select this. The Outer Worlds disease are already selected and I'll just move it in place. And the same thing I will do with this one. I think I'll just move it slightly and just push this back. And I think this is looking fine. This will do I will quickly go ahead and adjust the legs. In my top. We'll move it out, something like this. Select this one and move it up. So now the sofa is adjusted. And now in the next lesson, I will start to model the poof. 15. Modeling Pouf: Okay, Now we will begin modelling the booth. I will select the layout and isolate. And now I will start with the basic shape shift a, and I will start with a circle. I will go to my top view, press G to move it. Just roughly align it and scale it down. And now I will press tab. I'll go into the Edit mode. I need to create a face. All of these vertices are selected. I will press F on my keyboard. So it will create a phase. And now I can extrude the face. I will press E to extrude. And I will extrude it just about here. About 32. I will go back to the edit mode, and I will add to loop cuts Control R. Use the mouse wheel and click to accept. And then right-click to leave it as is. And now I will press the S key to scale it outwards, something like this. And then I will scale it in the Z, press S and then press Z. So it will increase, this will increase thickness. And now this top face and the bottom face, I would like to bring it in. So the easy way to do it is switch to the Face Selection mode. Click the face and then Shift-click to add to this selection. I will scale it in. So I will press S to scale and press Shift Z. So it is only scaling in x and y and not in the z-axis. So this is how much I will reduce it. I will come over here and add a subdivision modifier. And I will increase the levels. Okay? I like the basic shape of it. But as you notice, it is getting wrinkling effect on the top. So I will go back into the edit mode and I will insert this face so I can reduce the wrinkling. So while these two phases are already selected, as you can see in the wireframe mode. Now I will press I to insert and click to accept it. Okay, now I'll go back to the object mode. Alt click to select the entire edge loop. And then I will shift Alt click to select the entire edge loop. And then I can just scale it in slightly just to follow the shape. Select these edges or click, Shift, Alt, click. And I will, I will press Control V to bevel. So I can add more detail over here. Control V and reduce the segment by using the mouse wheel to control the shape over here. Now I will go back to the Face Selection Mode and then Alt click on the edge. It will select the entire face ring. And then I can scale it in the z. Alright, so now this is much, much better. I'll go to the edge selection mode and all click to select this entire edge ring and then press P to separate the selection and click on selection. So now if I go back to the object mode and select this. Now this is a separate object, but this is a mesh. And now I will convert this to a curve. As you can see, that symbol has changed. This is indicating that it is a curve and this is no longer a mesh. And now I can come to the curve settings, click on it. Create thickness out of this to expand the geometry. Come down. And under the bevel section, I can increase the depth. This will define the thickness of this curve. So maybe 0.5. So 0.5 is the thickness, maybe reduce it to 0.4 and move it down slightly pressed G and Z. I'll move it down slightly just to keep some portion of it on the surface. As you can see. For the booth, I can select it right-click and shade smooth. Alright, following the same formula, I will select the vertical edges and apply the same thickness to it. I'll go into the Edit mode. And from the top view, I will all click, select the entire edge loop. And then after every six edges, I will select another 1123456. Then shift. Click. I'll skip this. I will repeat this process and then let's take a look after it's done. Okay, so the selection is complete. So this one is a bit closer, but we will not see it in the camera. From here it is all equal. So while this is selected, I will press P. Then separate the selection. And now I will go back to the object mode press tab. I will click to select this. I will press Tab to go into the edit mode. And I would like to delete the part that is penetrating in. So in my top view, select this shift click and drag. I can easily select these and then just press Delete on the keyboard and click on edges. That is deleted. And now I can right-click convert this to occur. Now this is converted to a curve. Now I'll go to the properties. And under the geometry, under the bevel, we can give the same thickness as we gave it to the other one. That is 0.4. Now we need to adjust it. The way to adjust it, I will simply scale it inwards. Scale it inverts slightly a bit more. Alright, and now for the, for the top part, that is coming out, all we need to do is from the front view. In the wireframe mode, I can click and drag. I can select the top vertices and just push it n plus G and Z to bring it down. Slightly, something like this. And now our proof is ready. Before I continue, what I will do is merge everything to a single object. At the moment, these are separate pieces. I will select everything. Everything is selected. I will press Control a, and then click on Visual Geometry to mesh. So it will convert everything to mesh. And now I will press Control J to combine everything into a single object. I can right-click and click on Shade smooth. The modelling of the proof is complete and I will exit the isolation to position it properly on the layout. Okay, So now also I will rename this first. I'll call this poof. I'll go to the top view and position it properly. Plus g, I'll just place it over here. Okay, and then we can adjust the position of the carpet. Once we model the carpet. In the next lesson, we will start modeling the carpet. 16. Creating the Carpet: Alright, now I will start to create the carpet. So I will press Shift a mesh and I will click on plane. I'll go to my top view. Move the plane to match the layout. I'll press Tab to go into the edit mode. And I will switch to the vertex mode. Select all of the vertices. I will press G to move and I'll just align it. And then I will align the vertices on this side as well. And for the front, I will move it out and out in a way that I can cover the booth. Okay. I will add thickness to the carpet. I will go into the Edit mode, switch to the Face Selection, and I will select the face. I will press E to extrude, and I will enter the value one. 1 cm is the thickness that I. 17. Modeling Floor Lamp: Alright, so now I will begin to model the floor lamp. I will select the layout and isolate it. Now I can work easily. I will press Shift a and I will start with a simple circle. Let me reduce the dimension. So the diameter will be 50 centimeter. And I will raise it to the maximum overall height. I will press G to move it. And I will press Z. So the overall height is 155 centimeter. Okay? I will switch to the edge selection mode. Select all of the edges. And now I will extrude, press E to extrude. I will press the Z to move it straight in the z-axis. And the height of the lamp shade is negative 27 centimeter. Alright. So I'll go to my top view and I will switch to the wireframe so I can see better. And let me bring this in position. I'll press G to move and I'll bring it here roughly. I'll just try to align it in the center. Okay. I'll go back to the solid view. And let's give thickness to it. So I'll go to the modifier and I will add a modifier, solid d Phi. But before I do it, let's check the scale of the object. The scale needs to be applied. So Control a and click on Scale. Now the scale value is one. Now I will click on Add Modifier and click on Solid d phi. Okay, So this is going outwards, I will increase the thickness. On the inner side. The thickness will be 0.5. Alright? Maybe less than 0.5, 0.25. It will be negative 0.25. Yeah. Okay, So now I will continue modeling other parts of it. Select this and duplicate, press Shift D to duplicate. And I will press Z and just bring it down slightly. And I can remove the solid. If I modifier, I don't need it. I will reduce the radius of it. And I'll just scale it down. And maybe further. And go into the Edit mode. I'll go to the front view. I'll switch to the vertex mode. And in my wireframe view, I will select all of the top vertices and just move it up, press G and Z, so I can move it up straight. And the bottom vertices, I will bring it all the way down. Press G and just move it down somewhere here. Let's take a look. Maybe I can reduce the thickness. Furthermore, I'll press S and scale it down. As you can see, it is uniformly scaling it from all sides. So I don't want to scale it in the V active, the height wise. So in order to avoid the z-axis, press the scale key, and then press Shift Z to avoid the z-axis. And it will only scale in the x and y, and I'll scale it. And this magic fine. Press Shift D to duplicate and press right-click. So it stays, so it remains in its position. And I'll just scale it outwards. Press S to scale and press Shift Z. I'm just scaling it in x and y. And I'll bring it out just about here. And now I can go into the Edit mode, front view, wireframe view. And I can select the top vertices and bring it down in the z somewhere here. And now you can see the base is created, but it needs to have a top face. So I can press Tab to go into the Edit mode. And then Alt click. So it can select all of the top vertices and press F to create a face. And I can do the same thing for the bottom, although it will not be visible. I will all click to select all of the bottom vertices. Press F to create the face. The base of the lamp is created. And as you can see, the scale is off. We need to apply the scale, press Control a, and then click on Scale. Now I will go into the edit mode and I have already selected the top edges and bottom edges. And now I can press Control B to bevel. So somewhere here, this much is enough. I will select the top face. And then I will shift click. Let's hide the layout for now. I will shift click to add to the selection. And I will press I to insert, and I will press I one more time. So it holds the shape properly. And now I will apply the subdivision modifier and just increase the level. And now I will apply the shapes, mood to it. Okay? And Control R and use the mouse wheel to increase and click to accept, right-click to leave it in the center. And I can press S to scale and press Z. So I can scale it in the z. And then I can just bring it closer to hold the shape tightly. Now this is looking much, much better. And now I will unhide the layout. Let's take a look. And now I will add little bit of detailing to it. So I'll select this bottom part and duplicate it. Shift D. And I can press Z to move it up. I can scale it inwards, press S to scale. And as you can see, the pivot of this object is way up here. So let's bring the pivot to the center of the object. Right-click. Set the origin, origin to geometry. Now I will try to scale S to scale shift to z. So I'm only scaling in x and y somewhere here. So this one again, I will bring the pivot point to the center of the object. Right-click Set Origin, origin to geometry. Now I will select this one more time and duplicate it. Shift D plus z. So I can move it up straight. And I can move it up further, plus G and Z somewhere over here. And let's go closer. Scale it inwards for demo S to scale shift Z. I can bring it here and then I can add couple of more detail into it. Press Tab to go into the Edit mode. Control arm. Use the mouse wheel and click to accept and right-click. I will switch to the faith selection mode. I want to select the entire face ring. I switched to the wireframe. I'll switch to the front view. Click and drag. And now let's take a look. And now I will extrude this outwards. I will press E to extrude. Right-click so it remains in its original location. So the newly face is created and it's sitting over here. So I'll press Alt S and move the mouse just slightly. And then press E to extrude one more time. And then again right-click to leave the new phase, its original location, and then bringing it out by pressing Alt S and then move the mouse out. Now, de-select everything and take a look. I'll turn off the mesh smooth effect. I can add one more edge loop over here, press Control R, click, and then bring the mouse closer to the outer edge. I can do the same thing over here. Control R, click and bring the mouse over here. And then I can add two more loop gets over here. And then scale it upwards, bringing it closer to the edge, looking much better now. And I will be having two different materials for this rod. So I need to separate it. I'll go to the wireframe mode, press Control R. I can bring the edge selection over here, go to the Face Selection and just select the top part. Go to the solid view and just separate the selection. Press P to separate, and then click on selection. So now these two are separate objects. And this one, I can reduce the thickness slightly. So I will scale it S to scale and shift Z. So I'm only scaling in x and y just slightly. So there's a difference between the thickness of the bottom one and the top. And this one. I will extend it further up press Tab to go into the Edit mode wireframe view. Ally will select the top and move it up. Press G and Z, move it up slightly. Press Tab to go into the Edit mode, press Control R and add two more loop cuts and right-click and then just scale it upwards. Press S and Z. So I can just scale it to hold the shape better. Now I will apply the mesh to mode modifier. But before I do it, I will apply this solidify modifier. Now I will add a subdivision modifier. I'll increase the level and then I'll just right-click Shade Smooth. Okay, this is looking nice. The modelling of the floor lamp is done, and in the next lesson, I will start to model the artwork box. 18. Modeling the Artwork Box: Alright, the scene is coming together. Now, I will build the artwork box. I will select the entire sofa set. Right-click, click on Select Objects. So the entire sofa is selected and then Shift click and then Shift click the paneling wall, Shift-click, Shift-click. And I'll just isolate the scene forward slash. And now, and I will create a simple cube. Shift a mesh Q. I'll just scale it and move it in place. I'll go to the top view. Press G to move, and just move it in place. I will bring it somewhere over here. Let's reduce the thickness of it. Plus S to scale and press Y, the green line. Somewhat like this. And just move it out. And now I will adjust the height of it. I'll go to the front view, press G to move and z to move it up straight somewhere here. And I will scale it in the z. And now I'll just scale it overall uniformly. I need a bigger artwork, just positioning it in the center of this panel over here. Okay, let's take a look in the top view. I will adjust the vertices, go into the Edit mode, select all of the vertices and bring this out and just snap it to the wall. And maybe I can reduce the thickness just a little bit. Press G, and then I can just reduce the thickness little bit. Now the way I will be working on this artwork, the sides will have a different finish and the front phase will have the artwork. So I need to separate the sides and the front page so it will be easier to apply the finishes later on. Alright, while this phase is selected, I will press P to separate it and then click on selection. So now if I click it and move it, as you can see, these two are now separate objects. I can just rename this, press the period key on the keyboard while the mouse is in the outlying area. So I can easily switch to the selection. Okay, so because the sofa selection was active, it created the new objects within the sofa collection. So I need to move it out. I believe these two are the ones I will Control. Click to select both of these. And just drag it out. Press the period key and yeah. Okay, so I will quickly rename this. I will call this art work box one. And this is going to be Artwork one. Very simple. Okay, now I will select both of these and I will duplicate it. I'll go to the front view, Shift D to duplicate. And I'll just bring it to the side, just roughly place it in the center. And then I can quickly rename it as well. So this will be artwork to the box, will be artwork box. Okay. So the artwork is created in the center of the room. And in the next lesson, I will start to model the curtain. 19. Modeling the Curtain: Alright, so now I will start modelling the curtain. I will exit the isolation forward slash. Ok, so now as you can see, this is the indication for the curtain. So I will use this to model the curtain. I will select the layout. I will shift click these two walls, and I will isolate the scene. We'll go to the top view, and I'll just zoom in to be in a better position to start modelling the curtain. Shift a go to curve, and then click on point for the point is created. But before I do anything, let's take a look at settings over here. The way I work is switched to the 3D instead of 2D. And the type I like to work with is poly-time. So click on poly and now I can minimize this, okay, So the point is created at the origin. Over here. The point is selected and we are in the edit mode. And I can press the G to move the point. And you can see this is the point. Let me position the point somewhere here. I hope you can see it. Yeah, it's over here. Okay. Now, what I will do is press E to extrude. E to extrude. E to extrude. I will continue modeling e to extrude, and then E to Extrude. Extrude. Continue. E to extrude. One last time. E to extrude. Okay, let's take a look in the perspective. I will convert this to a mesh. So right-click, convert to a mesh. And now the symbol is changed to this triangle press Tab to go into the Edit mode, I will switch to the edge selection and select all of the edges and press E to extrude. And I will press Z, so it moves straight up in the z axis. And let's trace this all the way up. Press G and Z, just to move it up and place somewhere over here. Alright, and from the bottom I think I should read it further up. There should be a slight gap from the fluorine. Alright, so I will click to select all of the edges at the bottom and then just raise it up, press G and Z to move it straight up. I will first apply the subdivision modifier and see the result. And then I can fine-tune it. Click on Add Modifier, and then click on subdivision surface. Now we can see the result. I'll increase the level. I will right-click and click on Shade Smooth. Already looking better. I will press Tab. I need to add loop cuts to hold the shape better. But before I do it, I think I need to exaggerate the depth. So the easy way to do it is I will select all of the front edges, Shift-click to add to the selection. And just push it out. In which axis? Let's take a look. This is the x-axis. Just press G and then press X. So I can just push it out and see the result. Okay? The result is getting better. And I think I like it. Maybe just a little bit more. Press G and X and just push it up. Furthermore. And now this top part will not be visible, it will be hidden, but still I will add a loop cut to hold the shape better. So I will press Control R and then just click and then move the mouth, bring it up. Alright. Same thing for the bottom. Control. Our move the mouse, click to accept and then just drag the mouse down. Okay? Okay, press tab and let's see the result. Looking much better. And we can further scale it to exaggerate it. Let's bring the pivot point to the center, right-click set origin to the geometry. Now I'll press S to scale and then press X. I can exaggerate it further. Alright, So maybe just a little bit. Okay, Now, the curtain is really looking flat and straight. So I need to add little bit of movement to it, okay? I will deform this curtain to add some variation to it. I will select the curtain and then Shift a. And I will add a lattice. So here's the lattice in the object mode. So let me just move it in place. And I'll go to the front view. And I will expand the lettuce to cover the curtain, bring it in the center. And I will scale it in the Z, making sure I'm in the object mode while I'm doing this. And then press scale, and then scale it outwards. So I can encompass. Curtain completely inside of it. And let's come over here while the lattice is selected, click on this lattice properties and I can increase the resolution. I'll expand this just a little bit. Resolution u, v, and w. Let's increase the resolution. Alright. So these will be used to modify the curtain. After this is done, I can click on the curtain. Come over here to the modifier, click and I will add a lattice modifier. Now I will click. I can even select from the list. I will click and it is done. And now the lattice is connected with the curtain. I will click on the lattice. I'll press Tab to go into the edit mode. And now I can start to modify the lattice and it will deform the curtain. Now I will start to deform it. I will select all of these points. And I'll just push it out slightly. I will hide the layout. For the time being. Here is the layout. Okay, so now I can see this better. Just push it out. Same thing over here. Push it out, this movement going on. And then I can just push it. And maybe I can make this a little bit flatter, scale this inward. So the top part is little bit flat. Okay, and then I will just select all of these and then push this in, in the x plus g and x. Pushing these points out. Pushing these points out. Alright, I will exit the isolation and I will unhide the layout. Alright, so now what I can do is collapse the curtain. So select the curtain, control a visual geometry to mesh this lattice. Now I can delete it. I don't need it. And I will just duplicate this on the other side, just to be on a safer side. Shift D to duplicate and middle mouse button click so it can move in straight line. I can just mirror this Control M. And this is the y-axis. So I'll just press Y mirror in the y-axis so I can adjust the position of this curtain when I create the camera later on. Okay. So for now, I'll just leave it as is. Okay. I will unhide the ceiling. Let me take a look to adjust the position if there is any need. Okay. So I think the artwork needs to come down. I will select the artworks and just move it down, press G, and just push it down, something like this. The modelling part is complete. In the next lesson, I will adjust the position of the central city so that it is more centered to the room, as you can see, it needs to be adjusted. So I will do it in the next lesson. 20. Adjusting the position of Central Seating: Alright, can you notice the central seating area should be centered to the room. As you can see, there is less gap on the left-hand side and there is more gap on the right-hand side. So what I will do is I will just hide the layout. And in my wireframe view, I will select all of these and hold Control to de-select what I don't need. And let me just check. Yeah, this is what I have selected and this is what I want to move. I'll just right-click to cancel the movement. Now I can just move it in the x-axis. I will press G to move, and press X to move it in the x-axis. And I'll just try to center it somewhere here and click to accept. And let's check the value. I'll make it rounded off to 25 centimeter. Okay, So we will remember this value, 25 centimeter. This is done. Now following the same formula. Let's take a look at the ceiling. The ceiling needs the similar treatment. Alright, so I'll just scroll down in the scene collection and I will select the ceiling. We only have two objects. I will Control click to select both of these. And I was just isolated. I will press the forward slash and I will go to the top view. And in my wireframe mode, both objects are selected. I will press Tab to go into the Edit mode. And I can edit the vertices of both objects at the same time. So I will click and drag to select the central portion and press G and press X to move it in the x-axis and I will just enter the value 25. 25 centimeter. Yes, this is correct. And press Tab. And now I can exit the isolation. Press the forward slash. Now everything looks better and more centered. So now we will move on and we will start to apply the materials. 21. Applying Material to Wall Paneling: Alright, so now I will start to apply the material. I will select this paneling wall over here. I will click on shading. And then I can isolate the selection. I will press the forward slash. This is the material preview. And we do not have any material applied at the moment. So now I can click New to create a new material. Okay, so the new material is created and I will rename the material over here. I will rename this to wall texture. Alright? And now I will be using Node Wrangler add-on. If you haven't enabled it, you can enable it by going to Edit Preferences. And click on Add-ons. And here just start to type W, R, and you will get this Node Wrangler. Just click on the check mark and it will be enabled. Once you have it enabled. And now click on this node. First click on this node, the principal P, S, D, F. Then press the shortcut key Control T. This will give us three nodes connected properly. And this is a texture node. So I will click Open and I will locate the texture that I want to apply over here. Click Open. And I will select this texture, the wall texture and click Open Image. Alright, so the texture is loaded and it is displaying the texture, but the UE is not properly set. Okay, so what I will do is come over here to this texture node. And instead of lead, click on box projection. And I'm still not getting it. And let's come over here to the texture coordinate. Instead of UE connecting to the vector, I will connect the generated to the vector. And now you can see we're getting the box projection. And I like it already, has it. But the mapping node is where I can scale the texture or move the location of the texture. E.g. I. Will increase the size of the texture. Maybe I will make it 0.8 so that it will increase the size. And I can adjust the position. I can hold Shift so I can move it precisely. Something like this. Okay? And yeah, I'm happy with this. Now, I will go back to the layout. I will click on the Layout. And now I can turn on the material preview, press Z and click on material preview. This is the only wall with the material. And the rest we just see blank, white. Okay, so in the next lesson, we will continue to apply the materials to the rest of the walls. 22. Applying Material to rest of Walls: Alright, I will continue and I will apply the material to the remaining wall in order to make things a little bit easier, I will hide the ceiling collection. So I'll just click on this eye. The ceiling is hidden. And I will focus on this wall over here. For this one, I will be applying a simple paint. Come over here and click on this checkered wall. And now I can click on this to create a new material. For the new material is created and applied. I will quickly rename this to wall paint. The color will be nice, bright color. And now I will turn on the material preview. Press Z. Click on material preview. Okay. Alright, This is fine. Now I will apply the same material to the remaining walls. So I will select this and click the drop-down and click on wall pane. Select this one. And then click on wall paint. And I'll continue the process and apply the same material. This one, I would like to have a white paint. I'll create a new material and I will call this white paint. And I'll make the color pure white. Okay? So this one, I will apply the same wall paint. Ok, so we can adjust the color later on as well. But for now, I'm happy with this. So all of the walls are complete. In the next lesson, I will apply the material on the window frame. 23. Applying Material to the Window Frame: Alright, let's continue. I will select the window frame. Let me try to move and check. Yeah, this is the one. Okay, so the window frame is selected. And I'm already in this material properties, I will click on New to create a new material. And I will rename this quickly. Window frame. For the window frame, I will select a darker finish or dark gray. Let me take a closer look. Even darker than this. And I will turn on metallic a little bit and reduce the roughness. So you can take a look in the material preview over here. So we're getting some shine gloss over here. If I reduce further, maybe 0.25. Okay, so this is fine. In the next lesson, I will apply the glass material. 24. Creating the Glass finish for the Window: Now I will create the glass material for our window. I will select the glass and I will switch over to the shading view. Click on shading, and I will exit the isolation. Now I can see the glass. While the glass is selected, I will click on New to create a new material. So the first thing I will do is delete the principle be FDF. And I will add Shift a, and then I will click on Search and type in transparent be SDF, okay? And now I will add one more node, Shift a. And in the search I will type glossy, and I will click on the glossy BSD F. And now I have these two nodes. And I will mix the two. And I will add a mixed shader, shift a search, and I will type mix. And here's the mix shader. Click on it, and then just click to accept it. And now this green dot, I will connect this to the surface. And I will select the first one connected to the first green dot. And this one, I will connect it to the second slot. Okay? And now this is the factor. I will reduce this factor all the way down to maybe 0.1, 2.4. The glossy. I want to reduce the glossiness. Just reduce the glossiness point 0.1. Or I'll make it just zero. Okay? So what we see is the default SDR, but we don't need to worry about it. So the glass shader is created. And I will quickly rename the material glass and press Enter. And now I will go back to the layout. The window is complete. And in the next lesson, I will start to apply the material on the floor lamp. 25. Applying Materials to Floor Lamp: Alright, I will continue and I will start to apply the material on the slow lab. I will select the top shade and click on New to create a new material, I will rename this. I'll call this shape. And I'll hide the preview for now. I will give a color to this grayish tone. And I will add a little bit of glossiness to it. So I'll reduce the roughness. And we can check the preview. There is some glossiness to it. Okay? And for the inner part, I would like to apply a lighter tone to it. The light will bounce more from the inside. I will switch to the face selection and select. I'll go back to the modifier and turn off the show and results. So I can select easily hold the Alt and click on the edge. So it will select the entire face ring. Let's come back to the material tab. I will be applying two different materials to the same object. What I will do is click on this plus. So it will add a new slot. I'll click New to create a new material. And I will give it a name, shade, inner. Okay? And this one will be just white color. And I will click on this assigned, but now press tab to see the end result. Because of the subdivision modifier, I'm getting this effect. So let's select this part as well. So all click on this edge and it will select the entire face ring, the upper phase three. And let's do the same from the bottom. Shift, Alt, click on the edge, and now click on the assigned, but alright, and now I'll press Tab to see the end result. Okay, now this is looking much better. So the shade is done. Let's move on. And this upper part will be in gold finish. I will click to create a new material, and I will call this gold. I will minimize the preview. I will pick a goldfish color. And I will reduce the roughness, increase the metallic little bit. Okay, So we can check the preview. And I will increase the metallic all the way up. Okay? And we can see the preview over here. And we will get a better preview when we are in the rendering phase. Okay, so I will move on to other piece. And I'll select this piece and this will be gold as well. I'll just click on Goal. Okay, so the bottom part over here, this will be in a darker tone, a black finish. I'll create a new material. I'll call it black. And just make the color black, darker tone. And I can just reduce the roughness, increase the metallic just a little bit. Okay. So it has some shine to it. Okay? And and this bottom piece over here will be gold as well. Click on this checker ball and click on gold. And this base will be gold as well. And I'll just click on gold. Okay? So applying the materials on the floor lamp is complete. And in the next lesson, I will start to apply the material on the coffee table. 26. Applying Material to Coffee Table: Alright, now I will start to apply the material on the coffee table. For the coffee table will be in a similar darker finish that we created for the floor lamp. So I will select the coffee table, and then from the drop-down, I will click on this black finish that I'm using for the flow line. As you can see, this indicates it is used by two users, meaning two objects are sharing this material. So I want to make this unique. So I'll just click on it. And as you can see, it is already unique and it has added zeros 012, the material. I'll just rename it. And I will call this coffee table. Okay? And now I can scroll down and reduce the roughness even further. So to have more reflectivity. And let's adjust to make it a little bit darker. Just a little bit. Alright, and then select the bottom piece and I'll click to apply the same coffee table finish. Okay? I think I can make this roughness 0.1. Okay, so the material for the coffee table is complete. In the next lesson, I will start to apply the material for the carpet. 27. Texturing the Carpet: Okay, now I will start to texture the carpet. I will select the carpet. I'll press the period key, and I will rename this to carpet. I'll create a new material, and I will rename this to carpet. I will select this principled shader and press the shortcut Control T. So I will get these three nodes with the help of Node Wrangler. So on this image texture node, I will load the carpet texture. I'll click open and select the carpet texture. Click on Open Image. And I will turn on the material preview. Alright, so here is the copper texture. Now I will adjust the texture coordinate and instead of UV, I will connect generated to the vector. And from here, the projection type, instead of flat, I will select box. Now this is a box projection. Over here. As you can see, I need to reduce the texture size, the scale, the scale that we can easily adjust, I will click and drag and enter the value. So this will make the texture a little bit smaller. This is acceptable. I've applied the diffuse texture. Now I will bring in and work on the bump map. I will duplicate this texture node Shift D over here. Okay? And I will also connect this vector to this vector. So I can use the same mapping information. And this time, instead of the diffuse, I will open and I will select carpet height. This is a black and white image. To get the bump effect. Let me expand this window so we have more room to work. So just click and drag. Get more room to clean up a little bit. Now I will press, Shift a click on Search, and I will type bump, press Enter. This is the bump node. I will select this dot from color and connect this to the height. Okay? And then from this normal, I will connect this to the normal over here. And now you can see the effect over here. This is way too much. I will reduce the strength. I will keep the strength fairly small. So 0.25, 0.25, very subtle effect. Now, I will duplicate this in order to create the displacement map. And I will place it over here. Again, I will take this vector and connect this vector over here. So I can use the same coordinates. And yes, this is correct, the height map. And now I will press Shift a and search for displacement. And click to add the displacement node. And now I will take this color and then connect to the height slot. Okay? And now you can see we have a displacement slot over here. So I will bring this node down just a little bit over here to make the connection easier. And then take this displacement and then connect it to the placement over here. Okay? So this is done. In order to see the effect. We have to wait until we get into the rendering part and we will see the effect. Alright? But for now, I know the scale value is way too high. So I'll just reduce it to half. 0.50, 0.05. Okay? So I will make adjustments to this further when I get to the rendering part in terms of applying the texture to the carpet is done. And in the next lesson I will apply the texture to the L-shaped so far. 28. Texturing L-Shaped Sofa: I will start to apply the texture to the L-shape sofa. I will go to the shading tab. I will click on New to create a new material, I will deselect first. I will just select the single piece over here. Click New to create the new material, I will call this sofa. And I will select this principled shader and press the shortcut Control T. This will give me three nodes. This one, the image texture node. I will click on load to load the image texture. And I will select this well with texture. Click Open and the texture is loaded and it is visible. But I need to adjust the mapping of this. I haven't done any unwrapping on this one. I will be doing a box projection on this one without unwrapping it. Okay, so in this image texture node, I will change this from flat to box mapping and come over here to texture coordinate. Instead of UV, I will connect the generated to the vector. Now you can see the texture projection is better. Okay? This is looking nice. And I will apply the same material to the remaining pieces of the sofa. I will click the black and white checkered ball, and from the drop-down, I will click on sofa. I will repeat the same process. Click on sofa. Cushions will also share the same texture. Share the same material. And I will select this one and apply the same. So for material and D is one as well. Click on sofa. And last piece, I think, and click on so far. Okay, So I've applied that texture to the sofa, and let's apply a bump map to this as well. So I'll just drag this out and I'll expand. This window. Can work a bit better. I will select this texture node, press Shift D to duplicate it. And then I will click to load the bump map. I will select the bump map, click Open. And in order to use the same mapping texture coordinate, I will connect the vector from here and connect to the vector of this texture node. And now press Shift a. And in the third, I will type bump to get the bump node, and then click to accept it. And the color, I will connect it to the height. And the normal. I will connect it to the normal. Okay, the strength is crazy, way too much. We'll reduce it. Fairly low. Point to here in the principled shader node, I will increase the roughness. Okay? So it doesn't have that reflection, glossiness to it. Okay. I think I can reduce it even further. Maybe 0.0, 0.1 thick. Okay. Now I will apply the finish for the legs. I will select one of these legs. Click New to create a new material. And this is going to be a dark finish. Dark black almost. And it will have slightly less roughness and little bit of metallic. Okay. So for the cushion, I will copy the material from the sofa and use, and make use of all of these nodes setup. I will select the cushion. And from this dropdown, I will click on sofa. And here as you can see, it shows the number eight. That means eight objects are using this material. Alright? In order to make this unique, just click on this number. And it will make it unique and it will automatically give a different name to it. I will rename this to cushion. And I have all of these nodes already. So I will just replace this texture. I'll click the Open Image and I will load cushion open image. And this is applied to the cushion over here. Same thing I will do with this one. Select and from the drop-down, I will look for the cushion material. Click on cushion. Okay, Applying material to the cushion and the sofa is complete. In the next lesson, I will apply the material on the booth. 29. Texturing the Pouf: Okay, now I will apply the material on the proof. I will select the booth and take a look what is happening. The poor fit with death teaching detail. So all of these are one piece and I will apply a leather texture to it. I'll click the New button, create a new material and I'll call it a proof. And I will de-select everything and just click on the principal P, S, D, F, and press the shortcut Control T. I will select the image texture node and click Open to load a texture. And then click on this leather poof and click on Open Image. The texture is loaded. And what I need to do is come over here. I will connect the generated to the vector. And now I can start to see the texture. And let me change the projection type. And I will change it from flat to the box. And let's see the result. Yeah, it's looking much better. Let's come over here and I will duplicate this. Press Shift. I will duplicate this. And what I'm trying to do is create a black and white version of this texture. I will add a new node, press Shift a, and then type in RAM, RAM pea color ramp. Okay, and click on this, and then just position it and place it over here. So the color goes to the FAC. And then just get a bit more space over here. Let me push this away. And then this vector, I will connect to the vector of the image texture to get the same coordinates. Now this one, what I will do is press Control Shift and then click on this node. I can preview this node texture and then I can adjust it. I will push this back and push this forward. In order to get more contrast. Somewhere here. This is enough. Let's press Control Shift and click on the principled shader. So we are back to the normal preview. Alright. Now I will create a bump node. Shift, a search for bomb view mp, press Enter, and just place it over here. This color goes to the height and the normal will connect to the normal. And the effect is way too strong. I need to reduce it. Maybe 0.1. Very subtle. Just to get a little bit of detailing, maybe even less than this, 0.06. Okay? So this is done. So applying the material on the proof is complete. And in the next lesson, I will work on to apply the finish on the fluorine. 30. Applying Material to the Flooring: Now I will start to apply the flooring material. First. I will unhide the flooring and I will click on shading. The flooring is selected and I will click New to create a new material. And I will rename this to fluorine. Let me quickly locate the newly created nodes. So this is the principle, be FDF that we get. While this is selected, I will press the shortcut Control T. So I have the texture node. And I will create another texture node, image texture. And I need one more texture node. Okay? Alright, now I will open to load the base texture. And I'll click on the word flooring and click on Open Image. Okay, the scale is big and we need to reduce it. I'll go to the texture coordinate. I will click and drag. I will enter the value two. And let's see the result. Still big. And I'll try one more time and let's try the number four. Yeah, this is much better. I like this one. And now I will load the bump texture, bring it a little bit closer. I will click Open. I will load the bump map. And this is the bump map preview that you can see. And I will create a new node called bump and just place it over here. Connect the normal to the normal. And the color goes to the height. And the strength is way too much. And also, I will connect the vector to the vector to copy the same mapping coordinates vector to the vector. Okay? And I will reduce this trend to 0.1. Okay? Just a subtle effect. And for this one, this is going to be the reflection map. So what I will do is connect the vector to the vector. And I will click Open to load the texture. And I will select the reflection map and click on Open Image. Okay? And I will change the color space to non-color. I will do the same thing for this one. Change the color space to non-color. Okay? And now this one, I will connect the color to the roughness. Okay, so now this is done. And the difference between the reflection and the bump map is let me control shift click. So this is the bump map of black and white version and the reflection map I will control shift click. What is happening is the grounding is white, so it is basically an inverted version. So what I did is I manually highlighted all of the grounding to be white so that the white is getting no reflection. And the darker it is, the more flexion it gets. The texture is already giving us variation. So this is good. So the bump map, if the normal black and white version and the reflection map is the inverted version of the bump map. I will control shift, click to the main shader. Over here. We see the normal preview and the flooring effect. We will see much better when we get into the rendering part. Alright, so this is complete, and in the next lesson, I will apply the artwork texture. 31. Applying the Artwork: Now I will apply the material on the artwork box. I will select the artwork box. For now I can click New to create a new material and I will rename this, and I'll call this artwork box. And this will be a darker color, something darker like this. And let's turn on the preview. And it will have a little bit of reduced roughness. Let's take a preview. And I can reduce the color a bit more. Okay, this is fine. I will minimize the preview. So this is the artwork box. For the other one, I will apply the same material, click on the drop-down and I click on the artwork box. And for this one, artwork one, I will click to create a new material. And I will call this artwork one. Okay? So the object name is artwork one and the material name is artwork one. Now I will click on this base color dot and then click on image texture. And now I can click Open to load the artwork. Artwork one. I will select it and click Open Image. Okay, the texture is loaded. It looks like it is not oriented correctly. So let's go into the UV Editing Workspace. And I will turn on the material preview. I will click on this. Let's zoom out. So this is the artwork. As you can see, this is a UV. I can just press U and click on unwrapped. So it will automatically fit the image. And let's flip the object. So I will go into the object mode. I will press Control M to mirror, and I will press Z. So in order to flip upside down and then click it. And I think it needs to be flipped horizontally. So, but I don't mind it as f. But I will press Control M and then press X. And now it is oriented correctly. And I can press N, and I can apply the scale, press Control a, and then click on Scale. Okay, So the artwork one is complete. But before that, you can notice there's a little bit of stretching over here. In order to fix this, what I can do is I can adjust the height of the artwork. I will select both of these. And then press Tab to go into the edit mode. And I will switch to the vertex selection. And in my wireframe mode, I will select all of my top worth, at least. We'll go back to the material preview and then move it. Press G and then press Z. I'll just bring it down slightly. For that, That's crunching is reduced. Okay, I think this much is enough. Let's check the value. So I will round it off to minus nine. Okay? I'll do the same thing for this one. I'll select this, select both of these, Shift-click, and then press tab. I'll go into the wireframe view, select all of the top vertices, and then back to the material preview. And then I will move it down, press G and V, and I can type minus nine. Okay, this is good. Now let's select the artwork tool. And I'll go to the checkered sphere. And then click New to create a new material. And I'll rename this to artwork tool. And I will click on this base color dot, click on image, texture. And then I will click Open. And I will load artwork too. Okay, so let me press tab. I will select everything, press U, and then click unwrapped. Okay. So the orientation is not correct. With this as well. What I can do is rotate the UV here in the UV editor -90. Okay. And just move it in place. I can just manually adjusted. Okay. I think I need to adjust the UV from this side. Let me select the UV from here and then just push it n, that it is sitting right on top of it. Okay? Alright, so the art work is complete. And in the next lesson, I will apply the material on the ceiling. 32. Applying Material to the Ceiling: Now I will apply the material on the ceiling. I will unhide the ceiling. Here in my thin collection, I will scroll down. And here is the collection of the feeling. I'll click this to unhide. I will switch to the material preview, breathy, and click on material preview. So I have only two objects inside the failing collection. So I'll click the first one and click on New to create a new material. And I'll rename this and I'll call it ceiling paint. And this one is going to be a plain white color. And I'll scroll down, I'll increase the roughness. Now, I will select the other ceiling part. And from the drop-down, I'll click on ceiling paint to apply the same finish. Alright, applying the material to the ceiling is complete. Now the only thing remaining for texturing is the curtain over here. In the next lesson, I will apply the texture to this curtain. 33. Applying Curtain Texture: Now I will start to apply the texture on the curtain. I will select the curtain. I will press N on my keyboard. And let's check the scale value. We need to apply the scale, press Control a, and then click on Scale. The scale value is one. Okay, So now I will switch to the shading workspace. Let me have a better position to work on this curtain. Now I will click to create a new material. And I will rename this and I'll call this curtain. I click on the principled shader and press the shortcut Control T. So I get these nodes, and I will select these two nodes and then just move it away. And let me reposition the image texture node as well. And now I will click on open to load the texture. I can see the color of the texture, but the texture itself is not visible. So over here, inside the texture coordinate node, I will connect the generated to the vector. And now I can see the texture. And I will change the projection from flat to box, and now I can adjust the mapping of it. Let's take a look. And I see a bit of stretching over here. Let's try to adjust the scale. I'll start with the x. Maybe 0.2 is better. So this is looking much better. Alright, So now the curtain needs a small bump detail. Now I will make a duplicate of this texture node and change this color space from sRGB to non-color. Oh, these both are sharing the same. So let me change this back to RGB, and I'll click this to make it unique. And now I'll change this to non-color so that they both are different. But they're using the same texture. This is fine. And now I will add another node color ramp. I will connect the color to the factor. And I will add another node called bomb dUMP, okay, and place it over here. So this color will be connected to the height and the normal goals to the normal. And the strength needs to be much, much less 0.1. But first, let's take a look. What are we doing with this color ramp? I will press Control Shift and click on this. And this is going to give us a preview. But before that, I need to connect the mapping coordinates to this node in order to see it. So I'll click on this, connect the vector to the vector. And now I can see the texture. So let's bring this n and bring this n from the other side. Just to have more contrast image to create a black and white version of it. And this is fine. And now I can just press Control Shift and click that I get the normal preview. Okay, so now the texturing of this cartoon is complete. And we have successfully completed texturing all of the objects. In the next lesson, I will add a camera and make adjustments to it. 34. Adding and setting up the Camera: Now I will set up the camera for our C, press Shift a, and then click on camera. The camera is created. I will switch to the camera, press the Tilde key, and then click on View camera. Now before I do anything, I will press N on my keyboard and then click on View and lock the camera. Expand this and lock the camera to view. Okay, so now I can just move around as I do in my perspective view. So this way I can adjust the camera easily. And let me reduce it. Press N to hide it. And let's reduce the focal length. So I'll start with 30, maybe 27. And I'll bring the camera down further. And just getting some view from the window. And I can move back further. I think this wall over here, I can push it back. This wall, I can push it back further. I'll go to my top view. And I'll just move this wall back. Further. Switch back to the camera. And let's reposition the camera and switch to the material preview so I can adjust better. I'm just trying to make the carpet line straight to the camera. I will pan more towards the right-hand side. Move up just a little bit, maybe move back a little bit to get some view from the window. And let's zoom in. Let me turn off this locking and just zoom in so I can have a better view. Okay, I'll turn on the material preview. Now I will adjust the focal lens of the camera. I will enter the value of 35 M, M. I will hold Control and middle mouse button and drag. So I can move the mouse back. I will switch to wireframe so I can see the position of the camera. Okay, now I will switch to the solid view and this wall, the back wall, I will select it and I will hide it. Alright. But I will also disabled this from the render so that I don't get to render this wall. This wall is blocking the view. So let me further adjust the camera, hold control and move the camera a little bit closer, somewhere closer to this, maybe even closer. And I'll switch to the material preview. And I'm happy with this. And in the next lesson I will add the sunlight. 35. Adding Sunlight to the scene: Alright, now I will add sunlight to the scene. I've been switched to the top view. I'll go to the wireframe view. And I will make sure the default theme collection is selected. Okay? So now I will press Shift a and go to light and click on sun. Okay, so the sunlight is added. Move it, press G and middle mouse button click. I'll just move it out somewhere here. And I will switch to the front view. The moment it is pointing straight down. Let me move this up in the Z. Now I will change the direction. I will rotate this. So this is pointing towards the room. And then I will adjust it further. I will push to the top view. And then I will rotate this looking at this sofa from this angle. Okay? Now let's take a look from our camera view. And then I will start to adjust the settings. I will press the Tilde key and click on View camera. I will switch to render. Let's come over here. And then I will change the render engine from EV. Two cycles. Alright? I will go back to the sunlight properties and I will increase the strength. I will enter the value 55 is a good value. We are getting some good light and then they're getting thumb bounds. But the room is still dark, but this is the start. Now notice one more thing. We are getting very sharp shadows, so we need to make this smooth. As it goes away, the shadow should be more smoother. So for this, we need to adjust the angle value. So I will increase this to two. As you can see over here. Maybe I'll make it five. See a drastic results. Okay, this is getting better. I think I'm happy with this. Now, let's adjust the color. I will add. I'll make it slightly warmer. Just a touch of it. Yeah, this is nice. Okay, so we're done with the sunlight for now. And in the next lesson, I will add indirect lighting to our ceiling. 36. Adding Indirect Lighting: Okay, I will continue and now I will add indirect lighting to our ceiling. So I will switch to the rendered preview. For this is real-time rendering. This is the results so far. Before I add indirect lighting, take a look outside the window over here. It's dark over here. So I want to give bright background to it. Come over here to world properties and take a look at this color. At the moment it is dark gray, I will change this color to something brighter. So this is also giving some light bounce to our room. Either increase this, I need a very bright outdoor. And this is helping our sunlight as well. So now I will come over here and start to add the indirect light. I will switch to the material preview to make things a little bit faster. And I will select this part for the ceiling, and then I will isolate the scene. Now I can have a better look. I will switch to the solid view. This is where I will put my indirect lighting. I will be doing this two steps. First, I will add an emission material to it, press Tab and go into the edit mode. And I will switch to the Face Selection. And then I will select these faces. Shift-click, Shift-click. All of these are selected. And then I will press Shift D to duplicate. And now attached to my mouse pointer, I will right-click. So it goes back to the original location. And now I will separate this. Basically I'm extracting this, press P and then click on selection. Now I've extracted it, tap to come out of the edit mode, back to the object mode. And now I will select the expected object and I reduce the width of it. I'll go to top view, press tab, and I'll switch to the vertex mode. And I'll just drag select the outer vertices and then scale it in slightly. And I will give a little bit of thickness to it. Come over here. I'll click on the Modifiers, add modifier. But before that, I'll press Control a and then apply the scale just to be on a safer side. Now I will add solid d Phi. D Phi is going on the inside, but I will reverse the direction, maybe -0.2 k. This is fine. And then I will just click on this arrow and hit Apply. And I will quickly rename this. Rename this to IND light. And for this one, I will give a new material. Click on this jacket ball. I will click this x. I will click New to create a new material. I will rename this indirect lighting. And then I will click on the principal P, S, D, F shader. And change this to emission. I'll change the color to something warmer. Let's take a look. I will exit the isolation forward slash, or can then switch to the rendered preview. And let's take a look. This is the result so far. And I will try to make this a little bit more warmer. And we can see the effect. If I increase the intensity. Let's try six. In order to have a better understanding. What I will do is come to this bold properties and I'll change the color back to dark as it was before. Just to see the impact of our indirect light, I'll come back to the material properties and I'll enter the value 15. Just to see the effect. We're getting some nice indirect lighting effect over here. But the drawback is it's burning the entire ceiling. If I reduce the intensity, we don't get delight bounce over here. The ceiling looks better. So as I told you before, I will do this in two stages. So for the ceiling, I will reduce the intensity back to two maybe, so that the ceiling is not burning. And we can clearly see the indirect illumination effect on top of the ceiling. And in order to get the illumination for the rest of the room, I will add additional lights. Okay, so I will switch to the material preview and I'll switch to the top view. In the wireframe view, I will add light. But before that, I will select the ceiling, isolate it. And I will add light, Shift a, and I will add area light. Okay? So I will change this from square to rectangle. So I can easily adjust the x and y. So I reduce this and move this in place. I will follow the position of the indirect lighting and I will adjust the width of it. It doesn't have to be perfect. Okay, so let me adjust the position from other view. So I will push to the front view and raise this up. So now I have this created. I will, I will duplicate this as an instance. So I'll press Alt D. And now it is an instance. And I will middle mouse button click and just move it in place over here. And then I will press all the again, bring it over here, rotate it 90 degrees, press R and press 90. And I'll just move this up in place over here. And I'll just scale it outwards. Just positioning it roughly doesn't have to be exact. Okay? And I will press Alt T one more time and bring it over here and position it. Let's take a look. So this is going to mimic the indirect lighting. So I'll select one of these, change the color to a warmer color. And now I will select all of these and create a collection of lights. These four lights are selected. I will press M and move this to a new collection. Click on new collection, and I will just name this lights. So all of the area lights are in one collection. Okay, so I will exit the isolation. And let's take a look. This is much better. So let's change the background color back to white. All right, In the next lesson, I will add light to the floor lamp. 37. Adding Light to the Floor Lamp: Okay, Now I will add light to the floor lamp. I will switch to the top view and switch to the wireframe mode, Shift a and add light, point light. And I'll press the G to move it in place. So this is the floor Lamb. I'll just place it in the center and adjust the height of it 5-stage to the front view and move it up. And again, I'll just try to position it roughly in the center of this shape. Now go back to the camera view and turn on the render preview. And just to make things a little bit easier, come over here to the render settings and turn on the noises or for the viewport. So click on this check mark. And now the preview will be much cleaner and easier to see. Okay, So let's adjust the light, this point light. Click on the Properties over here. And I will increase the intensity. Maybe I'll make it 30 and change the color. Something warmer. Warmer tone. I will increase the saturation and just take a look. And I'll make the intensity 35. Okay, this is fine. I think I should move the floor lamp away from the wall just a little bit. So let's take a look from our top view. I'll switch to the wireframe and select everything. And just move it away. And just a bit centered from this wall and this sofa. Okay. Back to the camera. De-select everything. Alright, so adding light to the floor lamp is done. And in the next lesson I will take a look at how to make the carpet look fluffy. 38. Making the Carpet Look Fluffy: Okay, Now I will work on the carpet to make it look fluffy. I'll select the carpet, go to the shading workspace and adjust the view a little bit so I can see the carpet better. So we have the node setup already in place. And we need geometry for our carpet. For this to work. I will add a subdivision modifier, and I will switch to the simple in order to retain the shape of the carpet. Now I will go to the Render Settings and for the feature set instead of supported, I will click on experimental. Okay, now, come to the material settings over here. Scroll down. And under the displacement. Expand settings. Scroll down and here for the displacement, if phase bump or lay, change this to displacement and bond. And now come back to the Modifiers tab. We can enable this adaptive subdivision. Okay? Okay, Now there is some movement happening. I'll increase the scale of the carpet. So I'll just change this back to the original. One. Way too much. I'll just change this to two and reduce the scale to 0.04. So there's some movement happening. And then I'll go back to the layout workspace. So adjusting the carpet is complete. In the next lesson, I'll be making them design adjustments. So let's take a look in the next lesson about the changes. 39. Design Changes and Finalizing the Scene: Alright, now I will start to make them design adjustments. I will start with this paneling wall. I will switch to the material preview. The back wall is selected. I will click on shading to switch to the shading workspace. And here I can see the material setup of this wall. So I'll select this and push it back to make some room. And I want to make this bold texture bit darker. The way I will do it is add a node, Shift a, and type in comma, and then click. And now I have it highlights to white. And I can click and it will automatically connect the input and the output. Now I will make the adjustments and I will increase this value. And type and 2.5. Now, this wall texture is much, much darker. I'll go back to the default layout. Okay, so this paneling wall is done. Now the wall on the left-hand side. What I have decided to do is I will copy the same design on this side as well. I will select this paneling wall, and I will select this wall and isolate it. And now what I'm planning to do is duplicate this ball. Press Shift D to duplicate. And now I can just move it here. In my top view, I will rotate this 90 degrees and I'll enter negative 90. I'll position it in my wireframe view. Press G to move. And I will just place it over here. Push it back a bit further. Let me see if there's any gap visible. There's no gap. Okay. And this wall I can delete fish to the material preview. There shouldn't be any gap. In order to make sure there is no gap, what I can do is select this wall press Tab to go into the Edit mode. And in my wireframe view, I will select all of these phases plus e to x drawer and just bring it out. This way. There will be no gap, there will be no light picking n, Okay, so I will exit the isolation. Now this is looking much, much better. Another thing that I would like to adjust make the light a bit more warmer. So for the ceiling, I will click. I'll press the period key on the keyboard. This is the one that is having the emission material applied to it. So I'll switch to the rendering preview. And I wanted to make this more warm. I'll click and increase the saturation. I didn't create the saturation even more. This is only affecting the ceiling part over here. For the rest of the room. I'll take a look in a minute. So I think this much is enough. And I'll increase the strength to 2.5. So we have more intensity. And I'll just make this 0.9. Alright. Now I will select the area light. And these all are instances. And I'll try to make this warmer. I'll increase the saturation. I'll type in the value 0.6. Maybe it needs more. I'll just increase and I can increase the intensity to 16. Now you can notice some of the warm light effect coming in. And now I will work on the sunlight. I'll select the sunlight. The sunlight intensity needs to be increased. So this trend at the moment, it's five. I'll increase this to ten. And then when I make it ten, take a look over here. We're getting more intense effect so that we can see clearly the sunlight coming in. Yeah, this is looking much better. In addition to what I've done, I have prepared some of the accessories that will go on top of the table, and I've already prepared it. Just come and unhide it. This is the one box. So I'll just click on this button. And now we have some of the books and magazines on the table. And once I have put on the sofa over here, if someone was reading it. Okay. And the flooring is looking nice. We're getting some nice effect on the fluorine and the wall. So overall, I'm happy with this. The color of the curtain needs to be richer. Let's go to the shading workspace. And this is the texture for the curtain. Shift, a go to color. And I'll add this hue saturation value and just click on this connection. Okay, So let's turn on the preview. This is getting a lot of warm light effect. From the area lights. I'll increase the saturation to 1.5. Yeah, I like this 1.5 value. Okay, So this is fine. So coming back to our layout workspace. Now finally, I want to change the texture of the cushion. I'll select the cushion over here, and I'll go back to the shading workspace. And here I'll turn on the preview. Here I will replace the diffuse texture for the base color over here. So I'll click Open Image and then I have a new cushion texture, cushion blue click Open Image. And yeah, I like this one. Okay, So one thing I wanna do is I want to reduce the scaling of it. What I can do is come over here and then increase this to 1.5. Now this is better. Okay? So for the bump map, I'll use the same texture. I will click Open and select this cushion blue. And I'll make this black and white within blender. I'll just drag it over here. And I'll add a new node, Shift a. And I'll type in RAM color ramp. Then when it highlights the wide, I will click on it. It will have that connection automatically. Now I'll just make this. I'll press Control Shift and then click on it. I can see the image preview. And I'll try to adjust it, give it more contrast. I'll turn on material preview. Okay, so yeah, I think this is better. This tiny little bit. This is fine. And now I can control shift. Click on this be SDF. Okay, this is fine. Back to the render preview. Okay, I'm done with the cushion. I'll switch back to the layout workspace. Alright, so I'm happy with this overall. Then the next lesson I will prepare the scene to render the final image. 40. Preparing the scene and Final Rendering: Finally, I will adjust the settings to start the final rendering. The first thing is come over here to the output settings. And I will make sure this is 100 per cent. So this is the HD resolution. And then scroll down. And for the output file extension here we can change and set the output file format. I will select JPEG, make sure the quality is 100 per cent. Okay, and now come over here to render properties and make sure they D noise or is on for the renderer. And I will also enable path guiding that will help to distribute the light during rendering. The rest is fine. And now, now come over here to the scene collection. Anything that is hidden should remain also hidden from the rendering. So I will disable the layout from rendering. And then there was one wall that was blocking the camera. I will turn this wall on and disable it for the rendering. So the camera can render the interior. And now before hitting the render, Make sure to save the file. So if anything goes wrong, we have the file and we can restart the render. Now I'll go to the Render and start rendering. Click on Render Image. Now the rendering has started. Alright, so in the next lesson, when the render finishes, I will take the final image to Krita to do the final post-processing. 41. Post Processing in Krita: Okay, so the rendering is finished. Now I will save the image, come over here to image, and click on Save As, and then making sure the format is what I want. Jpeg, the quality is 100%, and then I can just enter in the name final render. And then I will hit on Save Image. Now I will take this image and load this image in greta and do the final editing. Now I have loaded the final image in Greta. So the first thing that I will do is come over here and click on this. This will duplicate the current layer. I have the original copy over here. Now I will come to the filter settings and then go to adjustments. And then I will click on color adjustment goes all press the shortcut Control M. Okay? And now I will make the adjustments. First I will add two points. And this one, I'll just bring it over here just a bit. And this one I will just bring it over here. We have a little bit of as kind of a curve going on almost to the center of this. And click Okay. And now I can play with the opacity. I will reduce the opacity. Almost two, 55%. You can see the before and after, just subtle effect, maybe up to 60%. Okay? And now I will collapse this. But before I collapse it, let me first make a duplicate of this original layer. And now click to select this layer and press Control E so that I can merge it with the bottom layer. Okay, so I'll hide this original layer. So this is the one that I will be working on. So the next thing that I will work on is the copper. As you can see over here, there is some repetition going on. I would like to fix this. And now I will switch to the brush tool. And come over here, click on this brush preset, and I'll scroll down all the way down. And I will select this clone tool. Just click over here so that I can close the brush selection window. And now I'll zoom in. Okay? Alright, now I will hold control. So I can pick what I want to paint all control and left-click. And now I can just zoom in a little bit and left-click to just paint. Okay, then this is fine. Maybe this one I want to remove, maybe I'll take them information from here. Hold Control, left-click, and then just click one. Should be okay. And maybe this line over here, I want to break it. I'll take some information from here, hold Control, and then I'll just paint. This gives you an idea. And the next thing I will bring in some sunlight rays, visible rays. Let's pick another brush. Come over here. Click on this and I'll scroll down further. So this last brush, I'll click on it and then click somewhere here. Now, this is the one I will be using it to mimic light rays. So the first thing I will do is create a new empty layer. Click this plus. And I'll just rename this double-click. And I'll type in rays. And now just click once. Left-click. This is it. Now I will switch to the move tool, and I'll start to modify this. I will press Control T. And now I can scale this to hold Shift and then click and drag. So I can uniformly scale this, make it bigger. And then just position it somewhere, and then scale it further. Okay. Now I can just press Enter. The next thing is to apply the blur. This is way too sharp. Come over here to filter blur, gaussian blur. And now I will take this up. Let me move this so we can see increase the blur. All the way closer to 50 per cent. Maybe just a little bit less. Somewhere here. Okay. I will click Okay to accept it. Now I will position this. So press T to switch to the Move tool. And I'll just click and position it. And now I will rotate this press T and then press Control T, bring them out outside. So now I get this Rotate option. So I can just click and drag something like this. Okay, press Enter, and I'll reduce the opacity. So reduce it. And then position it. Switch to the move tool. Just position it, reduce the opacity just a little bit more. And increase the size. One more time. Press Control T and just middle mouse. So I can pan. And let me just zoom out a little bit. Then I'll hold Shift and scale it further and press Enter. Now I can move this and adjust the position a little bit more. So I'm happy with this, but I like this is a bit too sharp. So what I can do is come over here to this golf selection tool. And I will just manually select this part and apply Gaussian blur. Now, let's see how we can adjust this. Maybe I can just leave it like this. So click Okay, and then press Control D to D select. Okay. And now I can position it further. Just about here. I'm happy with this gives a subtle effect of sunlight coming in. Now I will give them warm tint to it. I'll select this layer, press the shortcut Control U. And then I will press this checkmark colorize, and now I'll take the queue. This is the heel. Drag it to get a warmer color and increase the saturation. Way up. Maybe 80. Reduce this. Maybe just a little bit more. And reduce this. Yeah, this is fine. Now click Okay. So this is done. Now the window, I'll make a manual selection to this window. I will hide this layer called race for now. And I'll come to this selection. And I'll just pan and zoom. And I can just do a manual selection. Click just where this opening is. I'll just come over here, make a selection. And then just click over here. Maybe I made a mistake. I can hold the Alt and then click. I can remove this part. Okay, so the selection is done. Let me zoom out and now I will create a new layer. Highlight this layer and then press plus. And the color is white. And I will press Shift and backspace to fill it with white, control D to de-select. Now I will right-click this. Go to Layer Style. Now I will enable hello. So click this to enable it. And let's move this. So we can see the effect. Now I'll start to increase the size of it. That will give some glow. I'll increase the size for the now I can increase the spread so I can control the size a bit better, the shape of it. Yeah, yeah, this is better. So 53%. And I can click, Okay, we can come back to this settings. Anyways, I'll click Okay for now. And I'll start to reduce the opacity. I don't want to use this just blank white color. I just wanted to have this glow effect. Now I will duplicate this layer. And let me hide this. This layer. I will disable the glow effect. Click this. I'll reduce this slightly. Looks like there's some brightness happening. And then I will turn on this one and reduce the opacity. This is giving me some glow effect. Okay, Let me turn on this race. So I can see this subtle outdoor wall over here. It depends how much I want to show outside, but the idea was to keep the outside brighter. Okay, so let me just position it better. Bring it in the center. And I can increase the intensity of the race, maybe a bit more somewhere here. And I can also play with the position of it. One final time just to see if I can find anything better than this. I'll push this out slightly, just a little bit over here so that I get just a slight effect over here. And then I will apply Gaussian blur One more time. Come over here to filter Blur, Gaussian Blur. And I'll just make it even more smoother. So maybe 40 showed the previous one. Click this. You can see this is the previous one and this is the new one. It just makes it more smoother. Click Okay. Maybe I can increase the opacity to 50%. So this is fine. I'll quickly rename the layer. This is the globe and this is the outdoor, okay? And this is the Render. Alright. Now I will apply the Unsharp Mask, come over here to filter and hands, and then click on Unsharp Mask. And the default value is fine. Just click Okay. You get a, just a subtle effect. Finally, I will reduce the saturation is a bit too much yellow going on. The press the shortcut key control, you. Reduce the saturation, click and drag and very subtle, maybe -15%. So we can see the preview. This is the new one and this is the previous one. Too much yellow going on. And this is the new one. Just a slight effect. Click, Okay, I'm happy with this. So this is the end of the course. I hope you learned something useful from it. And I'm sure you can come up with more creative ideas when you do your own project. So keep practicing it. Don't forget to give me your feedback and you can ask the question regarding the course as well. And I'm looking forward to see the rendering that you will produce in your project. So take care and bye bye. 42. Conclusion: Congratulations on coming this far and completing the class. I hope it was useful and informative journey. It is important to know the tools and how it works. You don't have to copy each and every step I take. The key is to know the tool and apply the technique as you see fit. And the best way to hone your skills is to practice. I highly encourage you to get started. You are free to use your own 3D models that you have done in the past. Get to the rendering and submit it to the project gallery. Remember, it is not about being perfect on your very first attempt. Keep practicing it. And don't forget to follow me here on Skillshare and on social media as well. This is my YouTube channel you can subscribe and please provide your feedback regarding the class here on Skillshare. Thank you once again. Take care and bye bye.