BLENDER MODELING

PROJECTS
Playing Hooky

Thayer Coggin Sectional

For this project, I created a detailed 3D model of the Thayer Coggin "Playing Hooky" No. 1526-302 RFA sectional using Blender. The project was custom designed a client that wanted to visualize the sectional in their virtual 3D living room before purchasing. The process began with basic 3D modeling techniques to form the couch's structure, using tools like subdivision modeling and vertex manipulation to refine the shape. Loop cuts and beveling were employed to enhance realism by adding seams and cushion details, making the design visually appealing and accurate to the original blueprint.

One of the more challenging aspects was ensuring accurate proportions by referencing the official dimensions and using Blender's snapping tools for precise alignment. The texturing process involved UV unwrapping, and applying materials with the Principled BSDF shader to simulate fabric or leather surfaces. I further added realistic detailing through bump and normal maps for textures like stitching.

To complete the project, I set up HDRI lighting for a natural, professional presentation and used advanced camera configurations to capture the couch from optimal angles. This combination of modeling, texturing, and rendering techniques brought the project to life, meeting the client’s specifications for an online product showcase.

Donut

Realistic Doughnut Model

For this project, I modeled a realistic 3D doughnut, focusing on different Blender techniques from those used in other projects. After forming the basic torus shape for the doughnut, I applied sculpting techniques to create the uneven, natural look of dripping frosting. Sculpting organic forms like this doughnut requires a completely different set of skills and tool compared to precise architectural 3D models.

Blender's Particle System tool was essential for distributing small sprinkles across the icing. Using this tool involved modeling individual sprinkles and then scatter them randomly in terms of size, color, and placement, adding a fun layer of realism. Unlike architectural and furniture object project, which require precise arrangement and alignment of objects, this particle-based approach allowed for random, organic distribution of very small elements.

Additionally, using Blender's Procedural Texturing tool was central to the doughnut project. I used noise textures and displacement maps to give the dough a realistic, rough surface and applied shading techniques to control the glossiness of the icing. These techniques, allowed me to generating natural imperfections and fine details in teh surface textures, This project was a lot of fun and allowed me for more creative experimentation with particle systems and organic textures.