Modeling the scene in Blender
I could have used a stock 3D asset, or paid someone to build the whole scene for me. I didn't, because the entire point of this rebrand was proving I could actually do the work, not just direct it. If I was going to call myself a creative developer, I needed a homepage that backed that up.
I already had a bit of experience with Blender, but I wanted to push past the basics and actually build something ambitious. I started with private lessons with Umberto, a couple hours a week, and just kept showing up. Every shortcut, every tool, every stupid mistake, I learned it by actually building this specific scene instead of following generic tutorials that teach you nothing you'll remember.
It started with a layout, deciding what objects would exist and where. Then came the big shapes first, the desk, the shelving, the walls, blocked out roughly to get proportions right before adding any detail. From there I moved object by object: the guitar, the books, the totem, each one modeled from scratch, checking references constantly so things didn't look off. Once the geometry was done, I moved to materials, PBR textures, UV unwrapping, testing how light hit different surfaces. Metal was the hardest to get right, it took several failed renders before it actually looked like metal instead of grey plastic. Then came lighting the whole room so it felt like one coherent space instead of a pile of separate objects sitting next to each other. Every pass, I'd render, notice what looked wrong, go back in, fix it, and render again.
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