Sterile Life

Everything was modelled, textured and rendered inside Blender 2.83a with Cycles.
I used and HDRI for the lighting, two image textures for the table and the wall, and the rest of the textures are procedural. Rendered at 128 samples with denoiser.
You can follow my work here.

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Great render! Very apt for the times. It feels like a Neo-clasical painting! Do you have any tips for creating compositions like this? I’d be interested in what kind of HDRI you used, it looks like a cloudy sky from what I can see in the reflections.

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absolutely love this one.
Still noisey but the overal painterly feeling about this is amazing.
You did study the baroque masters I can see…

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Thank you! In terms of composition, the best tip I can give is observation. Observe as much as you can of the style you’re after, in my case baroque still life paintings, and your brain will starting abstracting rules on its own, so then when you’re working you keep modifying until it feels right. As for the HDRI, I used an indoor texture and used the window in it as my main source of light (this one).

I’m glad you like it ! I left a bit of noise on purpose (I would go for even more, but then the style would shift to pointillism instead of baroque painting). And yes, exactly, I spent way too much looking at baroque dutch still life artworks.

I featured you on BlenderNation. Stay safe, and have a great weekend!

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I’m honoured! Thanks for the feature and great weekend to you as well !

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You’re on the #featured row! :+1:

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Beautiful light and composition!!

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so good. congrats on top row.

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Awesome ! Thanks again!

Very nice render!
Can you show wireframe and share your skill how to make so realistic paper roll?

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the paper roll material is insanely good

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Thanks! Here’s a breakdown post with wireframe, materials, lighting, and final render:

As for the paper towel it’s a fairly simple setup:

This is for the single sheet that is falling, because it’s a different object than the roll itself and also requires a slightly different material. The roll has the same material but without the subsurface scattering.

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Here’s my article for this on blendernation, detailing the process