Fireplace
Modeled and textured, in Blender
Rendered with Blender Cycles
All textures are procedurally generated through shader nodes
Blender (Top), Reference (Bottom)
I started with a rough block out to get the camera angle to match the reference, then I adjusted
the block out to more accurately match the proportions. I then made high resolution models of
everything.
I flat shaded everything and set up a basic light rig and hdri to start color matching the
reference. I did this in the Eevee engine so it would render in the viewport faster.
All of the textures are procedural, and therefore very modular. Once I had the large portions of
texturing done, I switched to the Cycles engine, which produces a more realistic look. I redid the
lights for the new engine and fine tuned them to match the reference. Then I finished the last
details of the textures, like the brick, which was very dependent on the lighting. I rendered an
ambient occlusion pass as well and used the compositing tab in Blender to do the last
composition work and color correction.
Shader nodes for the black metal around the fireplace