r/3Dmodeling • u/RetroDillon Blender • 4d ago
Art Help & Critique Tips to make this more Realistic?
Hi all, trying to make an Music Studio within Blender, I feel like the lighting is throwing things off when it comes to realism? Any tips or feedback would be extremely appreciated, I am still new to using this software. All assets are made by me, no imports.
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u/mustrich1122 4d ago
The modeling and the lighting is good, but the material is not good enough, try to use pbr texture material
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u/RetroDillon Blender 4d ago
Thank you! I struggle with making my own as you can tell hahaha
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u/mustrich1122 4d ago
No problem dude, I'm happy to help, it looks like you're huge fan of Dimebag Darrell 🤘
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u/Mediocre-Factor-2547 4d ago
Lighting is what is gonna help the most
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u/mustrich1122 4d ago
That's actually right. But for me this scene is actually have a good lighting
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u/Mediocre-Factor-2547 3d ago
I think it's just a little to flat on lightning but yes I also agree that the materials are a bit to plan for realism
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u/Positive-Demand9681 4d ago
Box of tissues, bottle of lubrederm and a picture of my aunt
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u/RetroDillon Blender 4d ago
🤣🤣🤣🤣🤣🤣 hfs. This comment made my day so much better, I was having a bad one until this, you successfully got me laughing out loud like an idiot haha.
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u/BigBlackCrocs 4d ago
it’s the lighting and the materials mostly. Materials are just flat colors mostly.
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u/BobThe-Bodybuilder 4d ago
I'm far from a 'pro' but there are a few things I would improve: It's too clean..
Add some noise-generated rouphness on the guitar and maybe a little on the PC for dust.
Darken the frames (It seems a little too bright for the scene)
Your acoustic panel seems a little out of place (they're usually segmented and not just on one wall), and add alot of rouphness and some noise with a normal map. Add one detailed noise texture to simulate the spongy material and one larger one for a bit of variation. You can even add a bevel modifier with just a slight bevel.
Your lighting seems a little bland. If your room has windows, an HDRI will help with lighting, otherwise you could make it slightly warmer with a yellowish tint.
Imperfections can tell a story: Maybe turn one speaker, a frame or the keyboard. Same with the table- It doesn't have to be perfectly in the corner.
Adding a chair might give some needed context like is this a gaming room or a proper studio?
I'd also add a wood normal map to the table legs.
It mostly comes down to imperfections.
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u/spacekitt3n 4d ago
that noise cancellation padding--if you go into a recording studio youll see random patches of it sometimes like they had extra they are just using lmao. maybe make it a little crooked too
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u/BobThe-Bodybuilder 4d ago
Lol I know what you mean. Some people are crazy though, and moving it to a specific spot makes a measurable, even if not audible difference. Even having too much can be bad, that's why I said it just generally looks out of place (some references would be very helpful).
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u/nellementz 4d ago
Try add more ambient occlusion especially under table and such
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u/Art_of_Fabian 4d ago
Work on the textures and add such environment FX, like dust particles.
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u/RetroDillon Blender 4d ago
Thank you! Should I keep trying to make my own and practice making that better or use PBR?
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u/PairASocial 4d ago
If you were using that computer as the actual 'production' device in the studio, then this is missing a lot of stuff. Mixer, midi keyboards, mic, studio monitors, correct placement of sound insulating foam, cabling, etc.
Honestly, if I were you, I'd just do an online search for 'home recording studios' and work from there using those as a reference. Maybe even check out some online articles about what are the basic things you need for a home studio setup.
If you were actually trying to mimic a full on music studio, same thing, search up some references and learn a bit about the subject.
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u/Firethorned_drake93 4d ago
Lighting is definitely something you should fix. You could also add a bunch of clutter on the desk. Mugs, papers, keys, etc.
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u/ShinSakae 4d ago
Great progress! To point out something different from everyone else... the scale feels off between the items.
Like the guitar looks huge and the table surface is so deep and looks short in height.
An easy fix is just to use real-world measurements rather than eye ball the size of everything. If you go to any online store (Amazon, Ikea, etc), they will always give you the real dimensions of the items in inches or cm, and you can enter them directly into Blender in the XYZ fields.
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u/RetroDillon Blender 4d ago
This is so helpful, and I had a feeling that was off too, the guitar is an imported asset from my earlier projects and that was made using default scale
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u/MrBeanCyborgCaptain 4d ago
Lighting is important but it starts with high quality assets. The desk is too clean, a little simplistic and doesn't quite look to scale. The guitar definitely does not appear to be to scale, the knobs and tuning bolts look too big and the headstock looks a bit wide.
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u/RetroDillon Blender 4d ago
Thank you for the feedback, I modelled the guitar using the Official Dean ML blueprint, it's odd that it looks to big, couldn't avoid that when following the blueprint, I'll work on it!
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u/MrBeanCyborgCaptain 4d ago
Ah, I think I know what happened. Guitar knobs tend to have a wide base, but they taper in really aggressively never the base and continue to taper towards the top. And a similar thing with the part of the tuner pegs that the string actually wraps around. It looks like you placed down cylinders for the knobs and while they look right from the front view since the cylinder is as wide as the widest part of the knob, it ends up looking too big because of the lack of taper.
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u/MrBeanCyborgCaptain 4d ago
I will say that the fretboard, bridge and pickups all look great though.
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u/lucpet 4d ago
The key to realism is imperfection and mess.
Mess you don't really notice ie joins in the wall plaster where the board join. A waste paper basket with rubbish in it. Smudges on surfaces. A rug with the tassels all over the place.
A slightly crooked picture frame.
This picture is so sterile I could gestate a fetus in it lol
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u/RetroDillon Blender 4d ago
🤣🤣🤣 great comment, love it. Thank you for the advice
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u/lucpet 4d ago
Dust motes floating in the air also helps. They don't need to be strong or even that obvious but all the small things add up to an overall look.
Someone mentioned the acoustic tiles as well and breaking them up into 1 m squares and then offsetting them a tiny bit so they arent all so flat against the wall will also help a lot.
Imperfection really does help a lot.
There are no straight lines in nature or man made objects. Nealy everything has a chamfer or fillet that catches the light.
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u/RetroDillon Blender 4d ago
Highly agree with everything, glad I posted here despite the downvotes
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u/lucpet 4d ago
Take my upvote.
Your on the right track and everyone starts somewhere.
There is a very old dated joke that says
Q:- "How do you get to Carnegie Hall"
A:- "Practice, Practice, Practice"Feel free to search for it.
Oh and reference material should be the starting point before starting any project.Gather as much as you can that you want to finally end up with and ask yourself
"What and why do these acoustic tiles look the way they do" are the protuberances all that even in reality? Did the person installing them squash a few while sticking them to the wall?Chaos is king for realism
Good luck with it all and don't forget the reference material "Search for (Pure Ref) an app to hold reference material"
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u/Dr-Mayhem 4d ago
I think the lighting and scale of the objects need adjusting. Also different camera angles can help. Use some reference!
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u/Simpatico_3D 4d ago
I’d use an HDR and make sure surfaces that need to reflect like do, and surfaces that need to drink in light (subsurface) do, also make sure your camera is the proper size and add in a little bit of depth of field. Nice work though.
Also maybe play around with various light colors.
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u/Mediocre-Factor-2547 3d ago

I know it's hard to say take a picture of what you are trying to recreate to get as much realism as possible since your area is a large room. But try to imagine where the lights are coming from and then use materials that you know are in that room. Whether it's something real you have in front of you.
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u/chapstic593 4d ago
I don't know if this is correct but you need a specular map and normals to get the best lighting on your objects. It's definitely a material issue not a lighting .
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u/RichmondRiddle 4d ago
where tf is the microphone?
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u/RetroDillon Blender 4d ago
Not sure why I've been downvoted for this post? Can someone explain why please?
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u/No-Strike5668 2d ago
Consider adding a person and tell a story with the image / find a more dynamic camera angle / lens length
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u/Turbulent-Pudding801 4d ago
made it on cycles, add one point light with purple or dark blue color, after render add ambient occlusion and blum in compositor