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Take a look at this 3D workspace. In this final video, you will combine all the modeling, material, and lighting techniques in Blender, then render it into a realistic image. Hello, welcome to Cerdas Inovasi Digital. This is the final tutorial in our Blender series. Creating a complete 3D workspace with a table, laptop, lit lamp, chair, plants, bookshelf, carpet, and painting. We combine all the techniques from our previous tutorials. Let's start.
First, delete the default cube. Click the cube, then open the Object menu and select Delete. The scene is now empty and ready to use.
This is our final tutorial in the series, a complete workspace that combines techniques from previous tutorials. Add a cube via Add, Mesh. Fill in Location X0, Y2,2, Z1,25, Scale X2,7, Y0,05, Z1,25. Apply All Transforms and name it Back Wall. Apply a cream material, roughness 0,9.
Add a cube via Add, Mesh. Fill in Location X-0,2,7, Y0, Z1,25, Scale X0,05, Y2,2, Z1,23. Apply All Transforms and name it Left Wall. Apply a cream material, roughness 0,9.
Add a cube via Add, Mesh. Fill in Location X-0,2, Y1,7, Z0,78, Scale X1, Y0,45, Z0,04. Apply All Transforms and name it Table Top. Add a bevel with amount 0,01 and triangle segments. Then Object, Shade Auto Smooth. Apply a brown wood material, roughness 0.5. Add a cube via Add, Mesh.
Fill location X-0.7, Y1.3, Z0.37, scale X0.04, Y0.04, Z0.37. Apply all transforms and name it 'table legs'. Add an array modifier with count 2, offset X-22.5. Apply a dark wood material, roughness 0.5. Press Shift D, press Y, type 0.8, then Enter to duplicate it.
Add a cube via Add, Mesh. Fill location X-0.2, Y1.65, Z0.83, scale X0.3, Y0.2, Z0.012. Apply all transforms and name it 'laptop base'. Apply an aluminum material, roughness 0.35, metallic 1. Add a cube via Add, Mesh.
Fill location X-0.2, Y1.886, Z0.977, rotation X-15, scale X0.3, Y0.006, Z0.14. Apply all transforms and name it 'laptop screen'. Apply a glowing screen material, roughness 0.3, and emission strength 1 so the object emits light.
Add a cylinder via Add, Mesh. Fill location X-0.55, Y1.55, Z0.82, scale X0.1, Y0.1, Z0.015. Apply all transforms and name it 'desk lamp'. Select the object, shade smooth. Apply a black material, roughness 0.4, metallic 0.5.
Add a cylinder via Add, Mesh. Fill location X-0.55, Y1.55, Z1.1, scale X0.012, Y0.012, Z0.28. Apply all transforms and name it 'lamp pole'. Select the object, shade smooth. Apply a black material, roughness 0.4, metallic 0.5.
Add a UV sphere via Add, Mesh. Set location X-0.55, Y1.55, Z1.4, scale X0.06, Y0.06, Z0.06. Apply all transforms and name the light bulb. Select the object, shade smooth. Apply a white glowing material, roughness 0.2, and emission strength 20 so the object emits light. Add a cube via Add, Mesh.
Set location X-0.2, Y0.7, Z0.5, scale X0.25, Y0.25, Z0.03. Apply all transforms and name the chair base. Add a bevel with amount 0.02 and segments 3. Then select the object, shade auto smooth. Apply a gray material, roughness 0.8. Add a cube via Add, Mesh.
Set location X-0.2, Y0.47, Z0.78, scale X0.25, Y0.025, Z0.25. Apply all transforms and name the chair backrest. Add a bevel with amount 0.02 and segments 3. Then select the object, shade auto smooth. Apply a gray material, roughness 0.8.
Add a cube via Add, Mesh. Set location X-0.4, Y0.5, Z0.24, scale X0.02, Y0.02, Z0.24. Apply all transforms and name the chair legs. Add an array modifier with count 2, offset X10. Apply a dark metallic material, roughness 0.4, metallic 0.8. Press Shift D, press Y, type 0.4, then Enter to duplicate it.
Add a cylinder via Add, Mesh. Set location X1.5, Y1.8, Z0.2, scale X0.2, Y0.2, Z0.2. Apply all transforms and name the plant pot. Add a bevel with amount 0.015 and segments 3. Then object, shade auto smooth. Assign a terracotta material, roughness 0.7. Add UV unwrap via add, mesh.
Fill location X1.5, Y1.8, Z0.65, scale X0.28, Y0.28, Z0.28. Apply all transforms and name the plant leaf. Select object, shade smooth. Assign a green material, roughness 0.5.
Add a cube via add, mesh. Fill location X-2.47, Y-0.615, Z1, scale X0.18, Y0.03, Z1. Apply all transforms and name the side shelf. Assign a brown wood material, roughness 0.5. Press shift D, press Y, type 1.63, then enter to duplicate it.
Add a cube via add, mesh. Fill location X-2.47, Y0.2, Z0.03, scale X0.18, Y0.8, Z0.03. Apply all transforms and name the board shelf. Add a array modifier with count 5, offset Z8. Assign a brown wood material, roughness 0.5.
Add a cube via add, mesh. Fill location X-2.47, Y-0.52, Z0.24, scale X0.12, Y0.03, Z0.18. Apply all transforms and name the book shelf. Add a array modifier with count 8, offset Y1.15. Assign a red material, roughness 0.6.
Add a cylinder via add, mesh. Fill location X-0.3, Y-0.2, Z0.01, scale X1.3, Y1.3, Z0.01. Apply all transforms and name the carpet. Give it a light pink material, roughness 0.95.
Add a cube via Add, Mesh. Fill location X-0.2, Y2.14, Z1.5, scale X0.4, Y0.015, Z0.3. Apply all transforms and name the painting frame. Give it a black material, roughness 0.4.
Add a cube via Add, Mesh. Fill location X-0.2, Y2.125, Z1.5, scale X0.34, Y0.01, Z0.24. Apply all transforms and name the painting. Give it a tosa green material, roughness 0.6.
To prevent the objects from floating, we'll add a base. Add a plane, change the scale to 5 on all axes. Name it table, then give it a material with suitable color and roughness.
Now the camera. Click the camera in the outliner, open the Object tab, then fill location X6.53, Y-6.89, Z5.58, and rotation X66, Z41.3. Click the camera icon on the side via port to view from the camera's perspective.
The lights. Click light, open the Data tab, then fill power 2400 watt and radius 0.8. A larger radius makes the shadows softer and more natural. Open the World tab and fill strength 1.2.
This gives a soft ambient light, so the parts not hit by the light won't be completely dark.
Open the Render tab. Change the render engine from EV to Cycles, the render engine that produces the most realistic images. In the Render section, fill Max Samples 64. Denoise is already active to clean up noise spots.
Open the render menu and select Render Image. Wait a moment while Blender calculates light, shadows, and reflections. And here is the result, it looks like a real photo. Press Escape to close the render window.
Finally, save through File, Save As, name it 'ruang kerja finale.blend', then click Save As. Done. Subscribe, like, and share. See you in the next tutorial, Cerdas Inovasi Digital. Want to become skilled in creating 3D models with Blender? Cerdas Inovasi Digital offers complete Blender courses, 3D model creation services, as well as selling project workspace files along with step-by-step guides.
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