Full CGI Interior — Blender Cycles

Full CGI Apartment Recreation in Blender (22 Angles Project)

This is a full CGI reconstruction of a real apartment based on photography reference.
The goal was to match the original lighting, mood, and proportions as closely as possible.

  • Software: Blender 4.5.2 (Cycles)
  • Textures: Poliigon (heavily adjusted)
  • Models: mostly custom, a few purchased assets
  • Final images: 22 renders
  • Includes 360° views (Kuula) - link below

This post shows a selection of key shots from the full project.

Full case study on Behance:
https://www.behance.net/gallery/240152219/Match-Point-Full-CGI-Recreation-in-Blender

Project Story

When I first saw this interior project on Behance, it immediately caught my attention with its simplicity, lightness, and functional minimalism.
Every shot conveyed a sense of cohesion and thoughtful design. At that moment, I realized that one day I wanted to recreate this entire apartment in 3D.
And now - that moment has come.

I fully recreated the project, producing 22 interior renders in Blender (Cycles).


Preparation & Base Geometry

At the beginning, I downloaded all reference images and carefully analyzed them to build a clear plan of action.
Since the project included a floor plan with furniture layout, I imported it into Blender, scaled it correctly, and used it to build the base wall geometry.

At this stage, I modeled:

  • sliding interior doors
  • the entrance door
  • plastic windows (based on a 3dsky model)

After that, I worked on the floor coverings:

  • tiles in the hallway and kitchen area
  • carpet in the living room and bedroom (textures sourced from a carpet manufacturer)

Bathroom

The bathroom was a real pleasure to work on - I especially enjoy visualizing bathrooms and shower spaces
(partly because I previously worked with tiles, so this area feels very familiar to me).

Here I modeled and assembled:

  • tiled surfaces
  • shower partition
  • furniture and plumbing (partly from 3dsky)
  • decorative elements, including a face-shaped vase created using TripoAI
  • a rowan branch (3dsky)

After that, I set up the lighting, chose camera angles, and rendered the first series of images.


Hallway

In the hallway, my goal was to create a calm and neutral atmosphere.

Modeled elements:

  • wardrobe and console
  • table lamp
  • floor vase
  • wall art above the console
  • baseboards

Some props (shoes, glasses, washing machine) were taken from 3dsky.
Special attention was paid to wall textures and lighting accents.


Kitchen

For the kitchen, I used ready-made models for the microwave and chandelier (3dsky), slightly modifying them to fit the scene.

I modeled:

  • kitchen facades
  • backsplash
  • range hood
  • cooktop
  • decor and small details

The only purchased asset here was the table - everything else was either custom-made or heavily modified.
I added decorative elements, berries, branches, and built-in lighting for the working area.


Living Room

In the living room, I modeled:

  • a floor lamp
  • coffee tables
  • a sideboard
  • ceiling construction
  • a wooden stool

The sofa was taken from 3dsky.
Additional elements such as an armchair, pillows, and books were added (BlenderKit).


Bedroom

The bed was assembled from elements of my previous projects - a true “Frankenstein” asset.

Modeled elements:

  • bedside tables
  • lighting fixtures
  • decorative objects
  • baseboards
  • wardrobe doors
  • a table clock

Using TripoAI, I created:

  • a dried palm leaf
  • a wooden sculpture

Curtains and sheer fabric were added to complete the bedroom atmosphere. (3dsky)


Lighting & Camera Work

Lighting turned out to be the most challenging part of this project.
For every single shot, the lighting was adjusted individually:

  • Sky Texture
  • additional light sources
  • multiple “fake” lights for highlights
  • object repositioning to match the reference photos precisely

Some shots had to be redone multiple times.
As a result, I ended up with a large number of scene versions, each with different lighting setups.


Textures & Post-Production

Most textures were sourced from Poliigon and then manually refined.
Each render went through detailed post-production:
exposure, color balance, and reflections were often adjusted through several iterations.


Final Thoughts

This project turned out to be much larger and more complex than it initially seemed.
Still, I am very satisfied with the final result and with the level of attention to detail that was achieved.

Thank you for taking the time to view this project.
If you have any questions - feel free to ask. I’ll be happy to answer.

Feedback is very welcome!

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31 Likes

The bathroom cabinets do not have handles.

2 Likes

Yes, these are push-to-open cabinets. Thanks for pointing it out.

1 Like

These renders look really nice, would it be possible for you to share some wire frames?

1 Like

Sure! I’ve added a couple of solid view shots below.

Let me know if you’d like to see more.

3 Likes

Thank you.

1 Like

You’re welcome :wink:

1 Like

I featured you on BlenderNation, have a great weekend!

1 Like

Thank you Bart <3

1 Like

You’re on the featured row! :+1:

2 Likes

Thank you for the feature, it means a lot to me!

1 Like