Behind the Scenes: A Christmas Eve
INTRODUCTION
Hi there everybody!
I am Jessica Marrubini, and I am a 3D Surroundings Artist working within the videogame trade since 2017 in Milan, Italy. I have been employed by small and massive corporations and had the chance to work on completely different initiatives, corresponding to Racing Video games with a sensible type and Hack and Slash with extra fantasy themes.
I’ve at all times liked artwork in all its meanings, from portray on canvas to modeling clay and coloring ceramic, however my solely need is to think about and create locations or objects that do not exist. That is me!
INSPIRATION
A Christmas Eve is an experiment that I needed to do to discover extra of what Blender can do, being a 3dsMax consumer as I’m.
My inspiration begins from the necessity to symbolize the ambiance of my excellent place the place I want to spend my Christmas holidays, a heat room with a hearth, a lot of vivid and colourful decorations, some artist’s devices and slightly desk prepared for heat household instances.
REFERENCES
The ambiance I needed to create is outlined by easy “iconic” objects, so I performed analysis on varieties and supplies particularly used throughout Christmas time via Pinterest, Artstation, and the web.
With the intention to have a primary image of the scene that I needed to create, I used a program like MidJourney. I discover this instrument very helpful for a 3D Artist to get a great preview of the job, nonetheless, this does not substitute analysis and idea enhancing.
MODELING
To finalize this undertaking, I’ve used Blender, which is a brand new software program expertise for me.
Along with traditional 3D modeling utilizing tender varieties with the Subdivision Floor modifier, I needed to strive some new options corresponding to Spline Modeling to put objects, Material simulation with Sculpt for rising folds, Ivy Generator and Displacement.
BRANCHES
For the trunk and branches, I attempted Blender’s Sculpt for the primary time, utilizing blended strategies.
On YouTube, I discovered an attention-grabbing tutorial that defined a unique technique to do it. Ranging from a vertex in Edit Mesh mode (3 vertex collapsed from a airplane), I extruded the sting and reproduced a spline to make a skeleton of my trunk. Then, with the Pores and skin modifier utilized, I used to be in a position to transfer and preview my little tree.
After collapsing all modifiers, remeshing, smoothing, and utilizing a displacement, I used to be in a position to create a “chonky” and toon impact on my floor.
TEXTURING
For this undertaking, I used easy tiled texturing straight in Blender. For some property like lanterns, I textured the “AO Impact” in Substance Painter for an elevated toon mild impact. I did the identical for home windows as effectively.
One in all my predominant targets was to attempt to make a sensible impact of a carpet and doormat, so I made a decision to strive with a easy procedural level texture as Displacement.


I discovered it straightforward to make use of in Blender, in comparison with utilizing 3dsMax for instance.
VOLUME
To acquire a easy impact of shadows and light-weight diffusion, I used a Fog Quantity. The shader compiled of a Principled Quantity with a Noise texture and a Map Vary hooked up to it.
LIGHTING
The sunshine setup consists of a principal heat highlight that lights the room and two blue spots behind the window to simulate a snowy impact. Different lights and emissive lights are used to fill the darkish elements.
On this setup, my predominant purpose was to separate the 2 ambients, inside and out of doors, to make us really feel extra comfy.
RENDERING
As an Surroundings Artist concerned in videogame manufacturing, I often desire Actual Time rendering (like Unreal Engine / Marmoset Toolbag).
Nevertheless, what Blender can provide with Eevee and Cycles rendering is unbelievable. My first rendering setup was based mostly on Cycles, to have oblique bounces on surfaces and mirror reflections. Nevertheless, when the undertaking was full and full, the scene was very heavy and emissive bloom needed to be arrange with exterior go.
So I attempted to make use of Eevee and instantly discovered peace with the laggy scene. I selected an Orthographic Digital camera as a result of I used to be fascinated by a majority of these trending works, nevertheless it did not fulfill me. So, I attempted to duplicate the same impact however with a Perspective Digital camera.
A CHRISTMAS EVE
And that is all!
Thanks for studying my article and have a pleasant day!
In regards to the Artist
Jessica Marrubini, a 3D artist from Milan, Italy. She is at present working as an Surroundings Artist at Reply Sport Studios.