Behind the Scenes: Hidden Home

Dive into the artwork of Krzysztof Dziubek as he equips easy methods to create a masterpiece that embodies his ardour.

INTRODUCTION

Hello, my title is Krzysztof, a self-taught artist (I would not exaggerate with this artist), from Poland.

My background is definitely CAD software program comparable to SOLIDWORKS. Briefly, I’m an engineer. I’m studying about Blender due to YouTube movies and varied programs.

For the previous few years, I’ve been attempting to discover the world of 3D graphics. I like creating 3D illustrations probably the most. Ones like “Hidden Home” do not at all times come out the best way I need, however I nonetheless have enjoyable doing it.

INPSIRATION

“Hidden Home” is a mission created partly for enjoyable, and partly out of irritation, as a result of I used to be in the midst of creating a very totally different mission that I bought caught in.

Once I began the inventive course of, I didn’t collect any references; I simply opened Blender and began. At the very least that’s what I believed at first.

There’s this man Sweeper3D, a few of you in all probability know him. I actually like his work, which is why he has paid for entry to the supplies he shares on his web site. One in every of these supplies is the method of making a chunk referred to as “Riverside Reverie.”

Prefer it or not, I primarily based it on it, regardless that I didn’t take a look at it. I’ve watched it so many instances that I do know it by coronary heart. Sure, if there’s something I might think about inspiration, it’s this.

PROCESS

{Hardware} Info:

  • CPU: Intel Core i5-13600K
  • GPU: NVIDIA GeForce RTX 4070 Ti SUPER
  • RAM: 32GB

Software program Info:

  • 3D Software program: Blender
  • Submit manufacturing: Adobe Photoshop

The work you see right here is unquestionably not created in an expert means. The concept was easy and I needed to create one thing fast, utilizing all the talents I’ve acquired up to now. I fell on a panorama, the place there’s a home I wish to dwell in.

The primary two hours

Ultimately, within the first two hours I managed to create 80% of the ultimate work. I began by modeling a easy home, nothing difficult right here. First, a dice, then chopping holes for the home windows and a roof. Subsequent, a fast sculpting of the terrain and throwing in fashions from Quixel rocks, utilizing GScatter for vegetation. I attempted to make use of each useful resource I’ve from earlier initiatives. The impact is as follows:

I actually discover it exhausting to imagine that a lot was accomplished in such a short while, however I used to be actually irritated. Often, after I create one thing, I attempt to make every little thing excellent. On this case, I did not take it in in any respect.

Refining the work

The subsequent stage is refining the home mannequin. I’m not a fan of modeling, so I targeted on simplicity (squares are my greatest buddy in Blender). At first, I improved the home windows and doorways. Later, I added a platform and completed by including a roof for the terrace. The fabric for the home is Polyhaven textures with extra dust added.

Since I don’t like modeling, within the meantime, when I didn’t know what to do with the home, I slowly added extra particulars to the mission, comparable to vegetation, stones, and bushes. At this stage, I often do every little thing by hand. It is rather time-consuming, however when creating, it’s what provides me probably the most pleasure.

Lighting

Lighting is my nemesis. It’s at all times tough for me to seek out one thing that fits me 100%. In every of my initiatives, I attempt to restrict the lights to a minimal. This makes it simpler for me to handle this ingredient. The extra lights I add to the scene, the more durable it’s for me to determine later. An excessive amount of selection. On this case, I made a decision on Sky Texture with the addition of Combine Coloration (a way I realized due to Sweeper3D). I attempted many configurations till I lastly discovered one thing that was adequate for me.

Render settings

Utilizing the Cycles render engine, the ultimate render of the scene was accomplished at 5000px by 4000px, with 1000 samples and denoising with OptiX.

He additionally rendered just a few extra passes, comparable to:

I then used them in post-processing. It’s price mentioning that I added lens distortion right here.

The digital camera within the scene was set to a focal size of 50mm.

Submit-processing

At this stage, I used Photoshop. Utilizing the digital camera uncooked filter does a extremely good job. I’ve been utilizing this program for some time now, and the entire course of that I used was learnt from Sweeper.

I at all times attempt to get the perfect out of the render, typically overdoing the saturation. The benefit of doing this as a interest is that I haven’t got to fret about it.

RENDER: Hidden Home

Thanks for studying my article, I hope you appreciated it. Have a fantastic day!

In regards to the Artist                       

Krzysztof Dziubek is a 3D graphics hobbyist. His ardour for science, artwork and 3D know-how drives the event of his abilities.