
Organize Blender interior modeling projects with assets, set up a project folder, and use keyboard shortcuts and video playback controls for quick, guided learning.
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In this lecture we take a look at enabling a couple of useful add-ons and changing some of the interface settings
Enable add-ons in Blender using the extensions platform and add-ons tab; install and manage tools like Loop Tools and Node Wrangler to boost mesh editing, material setup, and workflow.
Learn to protect your Blender work by using recover last session, auto save, and temp folder management, adjust save frequency in preferences, and create backup copies to prevent data loss.
In this lecture we take a look at navigation in blender
In this lecture we take a look at the 3D view in blender
In this lecture we continue looking at the 3D view in blender
In this lecture we'll continue looking at the 3d view and where you can find some of the more commonly used tools.
In this lecture we Take a look at the tool shelf
In this lecture we continue looking at the tool shelf
In this lecture we continue looking at the tool shelf
Master the knife and bisect tools to create precise cuts in your mesh, then use the poly build tool for rapid retopology, aided by shrinkwrap and face snap.
Master the spin tool in Blender to sweep a profile into a full 360-degree shape, using the 3D cursor as the pivot and precise center positioning for clean, scalable profiles.
Learn to design and customize Blender workspaces by creating, duplicating, and arranging editors, and use split and join panels for tailored interior modelling and rendering workflows.
In this one we'll take a look at collections in blender and how you can use them to organize the objects in your scene.
In this lecture in this video we will take a look at the 3d cursor and how we can manually move it in the scene, how to use it to set an object's origin, the 3d cursor tool also how to use it as an insertion point a, rotation point and to snap objects to its position
In this lecture we will take a look at snapping in blender. The different type of snap options and how to align one object to another object
In this lecture we take a look at face normals and the ways available to correct any shading issues.
Explore Blender's right angled Cartesian coordinate system with z up, x and y axes, and learn how vertex, edge, and face positions drive extrusion, geometry origin, and lighting calculations.
Build and organize a Blender asset library with the asset browser by marking objects as assets, creating catalogs, and linking or appending from external blend files to reuse assets.
In this video tutorial we delve into some of the most frequent issues faced by students and users of Blender—ranging from modelling intricacies to key frame snags. By walking you through real-time examples, the lecture aims to equip you with practical solutions to these common stumbling blocks, making your Blender experience smoother and more efficient.
Doubled-Up Vertices
Problem: Presence of redundant vertices causing shading, texturing, and other issues.
Example: Extruding a face but then deciding to inset, leading to overlapping vertices.
Solution: Utilizing the 'Merge by Distance' function to eliminate extra vertices.
Loop Cut Issues
Problem: Loop cuts not behaving as expected.
Example: Loop cut refuses to wrap around the mesh, usually stops at an N-gon.
Solution: Using the Knife tool to manually cut through the N-gon.
Things Disappear
Problem: Work disappearing when pressing the "1" key.
Example: Toggling collections on and off inadvertently.
Solution: Using the 'Control' key to unhide all collections.
Extruding a Vertex
Problem: Difficulty extruding a single vertex.
Example: Single vertex becoming invisible in Edge mode.
Solution: Switching to Vertex selection mode to extrude properly.
Limited Zoom
Problem: Restricted zooming in User Perspective mode.
Example: Difficulty zooming into third monkey head object.
Solution: Switching to Orthographic mode or using Fly Mode to bypass restrictions.
Keyframes
Problem: Unintended object movements due to Auto-Keying.
Example: Objects moving or disappearing when the space bar is hit.
Solution: Checking the status of the Auto-Keying button and toggling it off if needed.
Key Takeaways:
Learn the importance of the 'Merge by Distance' function to eliminate doubled-up vertices.
Gain insights into how to perform loop cuts on N-gons using the Knife tool.
Discover the functionalities of Blender's different modes to avoid unintended actions like disappearing collections or failed extrusions.
Grasp how to manage zoom limitations through the use of different view modes.
Understand the implications of the Auto-Keying feature and how to manage it effectively.
In this lecture we take a look at the scene units and how to align with Unreal. We also look at how imperial can be used in Blender
In this video we add a 2D plane then resized it with real world dimensions. This represents the overall length and width of the building. This plane will also act as a reference when positioning and snapping the floor plan into place. The floor plan is an essential starting point when trying to imagine how the rooms of the building will work together. Its always easier make spot issues and make changes to the plans than to the 3D model
In this video we change the viewport display type of the reference plane to wireframe. This will stop the reference plane obscuring the view. We then create the external walls by adding another plane then position and form them by using the reference plane to snap into position.
In this video we add a new camera to the scene. This will be the render camera for the floor plan. This will be a default render camera that we can change to an orthographic camera. We will also create a double viewport to better understand how to manipulate the camera.
In this video we test render from the camera. We then enable the line style render Free Style. The Free Style render adds a hard line to the outside edge of mesh objects. This will allow use achieve a floor plan style as we move forward with the design
In this video we add in the internal walls to the floor plan. This will divide the building into four rooms and give us a better idea of the room layout. We add edge loops to form the walls. Edge loops are new edge geometry used to connect mesh together. We can snap these to align and form the internal walls.
In this video we add in the window positions to the floor plan. We look at how sometimes separating objects can give you more control when updating dimensions.
In this video we add in the window detail to give a better representation on the floor plan render. We also create a separate material for the external walls to better differentiate the plans
In this video we add in the door positions to the floor plan. We use edge loops and input values again in this example
In this video we create a door opening object to give a representation of a door opening on the floor plan.
In this video will apply different line styles to the window object by using the collection option in the Freestyle line set settings. This will allow us add variation to how the window is displayed in the final render.
In this video we will create and add furniture blocks to the floor plan. These will begin as planes and we can resize and position. We also use the align command. This command lets you align objects based on their centres or you can align to the 3D cursor.
In this video we continue and create the furniture blocks for the living room. We also make a modification and remove the living room door I added by mistake
In this video we continue and create the furniture blocks for the bedroom room.
In this video we enable the MeasureIt add-on and start adding dimensions to the floor plan
In this video we continue using the MeasureIt add-on and continue adding dimensions to the floor plan
In this video we render the completed floor plan. There are two renders the floor plan from the scene camera and the MeasureIt render with the dimensions. We need to combine both together before we get the final result. We can take a look at doing that in this video.
In this video we enable the Archimesh add-on. Archimesh is an architectural design tool add-on for Blender that generates an array of architectural element. These are parametric making them easy to modify after they have been created. We start by using the add-on to create the external wall.
In this video we continue with the Archimesh add-on and add the internal walls. These are 150 in width. We can add three walls and position them using the floor plan as reference.
In this video we continue with the Archimesh add-on and use the cabinet function and start creating cabinets for the kitchen. We will also organise the collections and reduce the clutter.
In this video we continue using the cabinet element on the Archimesh add-on to construct the kitchen. We will complete the kitchen on the left side of what will be the cooker.
In this video we continue creating the kitchen. We look at the linked duplicate command. The linked duplicate command creates new objects with a deep link to the original objects data. So when you modify one all objects that are linked to this data are modified. We look at an example when duplicating the section of kitchen we created in the last video. We then use the mirror command and mirror the kitchen to the opposite side.
In this video we continue creating the kitchen and create the units at a right angle to the last. We then connect up between the two sets.
In this video we continue with the kitchen creation and finish the kitchen units. We then move on and create the island unit and model the wine rack.
In this video we start preparing for the creation of the kitchen Moulding. We add a reference image and look at those properties and how we can modify them.
In this video we create the first leg of the kitchen table. We create a profile first then use the spin tool and sweep the profile at 360 degrees to form the leg. We combine this with a cube to get the full height of the leg.
In this video we continue the creation of the kitchen moulding. We use the mesh plane we added in the last video and bevel the corner and start matching the shape on the image.
In this video we create the path for the profile object to follow and form the moulding. We convert both these objects to curves. Curve objects can be used by other curve objects as bevel profiles. This is the method we use when creating the crown moulding for the kitchen cabinets.
In this video we create the profile object for the shelf corbel. We then extrude and position.
In this video we continue modelling the kitchen table. We look at snapping using increment and how it can be a useful method especially when used with the Shift key
In this video we complete the modelling of the kitchen table. We use an array modifier to replicate the top length and form the table top. We also use an empty to parent the table objects onto.
In this video we begin with the Chair Modelling. We setup the modelling images here and setup the mesh plane we will use for creation.
In this video we continue with the Chair Modelling. We use the knife tool and cut the shape into the plane. We then use the screw modifier to sweep and form the shape.
In this video we continue with the Chair Modelling. We remove extra vertices from the plane and form the top section of the leg. We also add a bevel modifier. The bevel modifier adds a chamber to all edges of a mesh.
In this video we continue with the Chair Modelling. We create the back legs of the chair using a path curve. The path curve has control points for shaping the curve.
In this video we continue with the Chair Modelling. We create the back legs of the chair using a path curve. The path curve has control points for shaping the curve.
In this video we continue modelling the Chair. We create the cushion and add a subdivision modifier to give the shape a more organic look.
In this video we complete the last pieces of the chair.
In this video we parent the chair to an empty object and add it to its own collection.
In this video we begin modelling the hanging light. We use the mean crease setting and edge loops to control the sharpness of the edges.
In this video we continue modelling the hanging light.
In this video we continue modelling the hanging light
In this video we complete modelling the hanging light. We create a new collection and parent the objects to an empty.
In this video we enable the collection manager add-on and look at some of the features to help use control the collections in the scene.
In this video we begin work on the saucepan for the kitchen. We will begin creating a new collection and isolating to begin work.
In this video we continue work on the saucepan and model the handle.
Master inverting selection to model a saucepan handle, duplicating and aligning vertices, and using shrink wrap, solidify, and subdivision modifiers to achieve a smooth, accurate result.
In this video we complete work on the saucepan model
In this video we begin work on the kettle. We setup the modelling image and add a UV sphere and start shaping the body of the kettle.
In this video we continue work on the kettle. We extrude the spout and add a subdivision modifier.
In this video we continue work on the kettle. We model the top section.
In this video we continue work on the kettle. We begin modelling the handle section.
In this video we complete work on the kettle
In this video we begin work on the Kitchen Mixer. We begin with a cylinder and start shaping it out.
In this video we continue work on the Kitchen Mixer.
In this video we complete work on the Kitchen Mixer.
In this video we prepare for the under mounted sink. We first combine the mixer into one object but leave the modifiers in place. We then position the mixer on the kitchen unit and use rotate snapping to finish it off.
In this video we model the under mounted sink.
Learn blender 3d interior modeling by creating a kitchen light switch assembly with front and side references, extruding the plate, and using an array modifier to replicate switches.
In this video we model the Electrical socket
Use Blender to model wine bottles by building a curve-based profile, extruding edges, and applying the spin modifier and screw modifier for accurate bottle shapes.
Model a wine glass in Blender using vertex extrusion from a center vertex, refine with subdivision surface, solidify thickness, and optional screw or sweep modifiers for a non-destructive workflow.
Continue modeling the kitchen cooker in blender by detailing the oven top, insetting and extruding faces, and adding edge loops to form the base rings.
Learn to model a kitchen cooker with center edge symmetry using a symmetry tool and mirror modifier, then refine with a subdivision surface modifier and mean crease for clean edges.
Bevel edges on a kitchen cooker model, extrude and align parts, apply a mirror modifier and subdivision surface, then clean internal faces and insert to create rounded thickness.
Apply an array modifier to duplicate cooker parts along the y axis. Then refine the model by beveling edges, solidifying the splash back, and aligning vertices for realism.
Create an empty arrow. In the outliner, hide the front and top references, then parent the cooker parts to the empty and add to the new kitchen cooker collection.
Model the kitchen clock in Blender by building a two-part clock body and face from circles and a UV sphere, aligning with reference image, extruding, and applying a solidify modifier.
Position kitchen models close to final placement by snapping, aligning, and scaling items like the clock, wine glasses, and bottles onto shelves and the island, preparing for rendering.
Position kitchen models to final spots and create a chair collection instance, letting modifiers stay in place while updates to the original chair propagate to the instance.
Learn to model a living room sofa in Blender using local view, starting from a cube, applying scale, editing vertices, snapping to cursor, and adding edges and faces.
Apply a subdivision surface modifier to smooth the sofa edges and add edge loops for structure; create cushions, extrude edges, and remove unwanted internal faces.
Learn to model an interior sofa in Blender 3D by selecting linked vertices, adjusting edge loops, creating cushions, and aligning vertices with a reference image for accurate rendering.
Duplicate the sofa into a living room chair collection and remove the parent constraint; center the chair at the world origin, then join cushions and apply a mirror modifier.
Create soft chair cushions in Blender using cloth physics, adjusted with subdivisions, edge loops, and a subdivision surface modifier, then simulate, collide with the chair, and refine pressure and gravity.
This blender 3d interior modelling lecture teaches modelling a living room table from a reference image, organizing collections, beveling tabletop, shaping legs, and using an empty parent to group components.
Learn to model living room cabinets in blender using the r-ky mesh add-on, adjusting dimensions, door types, handles, countertops, and stacking multiple upper cabinets.
Model a living room TV in Blender from a cube, refine dimensions and placement in front view, apply the observer modifier, and organize it in the living room TV collection.
Position the living room models in place using the floor plan and key mesh collection, aligning the sofa, chair, table, long cushion, and TV unit.
Begin modeling the bedroom bed in Blender 3D by using parts of a table and cushions for the base and mattress, then create a bedroom furniture collection to organize assets.
Duplicate pillows with small variations and create the bed cover using a simulation method. Apply modifiers, enable collisions, subdivide for thickness, and bake the final frame.
Begin modeling the bed base shelf cabinet in Blender, setting dimensions, rotating 90 degrees, aligning with floor plan, and adding drawers while removing top pieces.
Build a bedroom built-in cabinet in blender by adding a four-unit floor-to-ceiling unit, positioned against the wall, with depth 0.9 and door type double. Adjust handle height to 1.1.
Modify and repurpose kitchen lighting assets for the bedroom by reorganizing collections, adjusting a single light switch with an array modifier, and snapping the updated fixture to the bedroom wall.
Block out the pool room by adding a floor plane, snapping inner vertices to the walls, and extruding to create the pool and overhang.
Learn how to add a door in Blender by examining the door unit's seven components and applying boolean operations to cut the wall for a precise fit.
Add the final two doors to the scene in Blender by editing door openings, rotating to 90 degrees, and using the Arkema add-on with boolean subtraction for clean wall cuts.
Add exterior windows to a Blender interior scene by placing insertion points, editing the floor plan window as a panel, adjusting z location, and creating openings with auto boolean.
Add venetian blinds to the living room and roller curtain to the bedroom, adjusting width, height, extend, slant depth, angle, then finish with base boards and a bevel modifier.
Add the remaining floors in Blender, snap planes to walls, apply boolean cuts, adjust doors and baseboards, and organize objects in collections for future lighting and rendering.
Add a new render camera, set it as the active camera, and preview materials while adjusting camera properties, placement, and basic viewport controls.
Learn essential pre-texturing checks in Blender, including removing extra geometry, merging vertices, applying necessary modifiers, correcting non-uniform transforms and normals, and ensuring correct face orientation and wall thickness.
Learn remapping and UV mapping in Blender, unwrap with seams, apply image textures via texture maps, and compare procedural versus texture map materials in the Naude and Nord editors.
Continue UV mapping the table by adding seams, unwrapping, and packing UV shells to maximize texture resolution. Align wood grain orientation and keep seams away from camera for clean results.
Continue remapping the table and legs, unwrap four pieces, adjust UV grid orientation after adding material, and use the mirror modifier to align texture density and seams.
Learn to achieve consistent texture resolution in Blender using the Magic UV add-on, enabling manual density and packing islands within the 0–1 space for the table model.
Create a kitchen table material by importing textures with the Nord Wrangler addon, using principled texture setup to connect color, roughness, normal, and displacement maps, and refine UVs.
Copy the kitchen table material to create a new island cabinet material, rename it for island panels, and assign it while adjusting UVs and wood grain.
Create a base metal material for the handles in Blender using a wave texture, a bump node, and a silver color with metallic set to 1 and roughness around 0.1.
Apply a metal material to the undercounted sink, adjust roughness to 0.15, remove bump and texture, and duplicate the material to related kitchen and furniture objects while managing collections.
Unwrap and texture a kitchen countertop in Blender, applying metal and glass materials, adding texture maps, and refining seams for realistic rendering.
Learn to build a kitchen floor material in Blender using a brick texture to form a tiled surface, tweak colors and mortar, and apply displacement for rendering.
Create a kitchen wall tile material in Blender using a texture set, assign a new material, unwrap the mesh, apply image texture and normal map, and adjust tile scale.
Create a dark glass wine bottle material in Blender with a principled shader, zero roughness, and full transmission; unwrap and apply the wine bottle label texture via project from view.
Create and copy cabinet material nodes in Blender, applying them to island, walls, baseboards, drawers, and doors, then set up the living room camera to preview the floor material.
We create the living room floor material using wood texture maps from core textures with the principled shader, adjust uv mapping and scale, and add bevels for realistic floorboards.
Create realistic materials for a living room table and cushion in Blender 3D, using unwraps, shading, texture sets, and UV packing to render convincing interiors.
Create the living room tv material, map a video texture to the screen, and preview the animation with emission glow and uv unwrap.
Finish the living room textures by applying marble to the unit top, updating blinds with a wood color, and copying color values across diffuse and glossy nodes for realism.
Create a bedroom carpet material in blender using a particle system and a base texture set, then adjust render, compositing, and texture mapping for realism.
Create a bedroom mirror material and pillow fabrics in blender, unwrap UVs, link materials across doors, and set high render samples for a polished interior render.
Create the bedroom curtains using a cloth simulator with vertex groups and shape keys, then refine with materials, collisions, and a solidify modifier to achieve a realistic fabric look.
Create the pool room floor material in Blender using pool tiles and a pool trim, then apply a mirror modifier, rim edge loops, and smart UV project for mapping.
Create a procedural pool water material in Blender using volume absorption, low roughness, and a blue tint; animate the surface with a wave modifier and a top-vertex group, plus lighting.
Create and apply materials for a kitchen clock in Blender, including text numerals, glass face, and clock body, then model and color the hands, adjust alignment, and preview the render.
Finish the remaining kitchen models and apply the clock rim material with the bevel modifier and multiple material slots. Add spotlights, parent to an empty, and organize objects into collections.
Set up men lights and align the sun lamp with the hdr image using the sun position add-on; enable cycles and render region to preview daylight and shadows.
Set up an animation with multiple cameras and keyframes across the kitchen, bedroom, and pool, adjust interpolation to linear, and prepare test renders at 24 fps.
Learn to render a Blender image sequence, fix frame issues, and export a final mp4 video using the video editor with ffmpeg encoding.
Set up the render camera and subtract interior walls using boolean modifiers, switch to wireframe, and adjust geometry in top view to reveal the interior space for final render.
Learn to switch off shadows for all mesh objects in a Blender interior scene using a Python script, after setting up the ground plan and camera, and configuring render settings.
Set up the camera and render interior with cycles at 800 samples and 1920 by 1080 PNG; delete the shadow-casting light and remove curved-object shadows via script, save to renders.
You want a room that reads as a real interior: walls that meet, furniture on the floor, daylight or lamps that make sense. This course is interior modelling, lighting, and rendering in Blender.
Start from a 2D layout, build the 3D space, model kitchen / living / bedroom furniture, apply PBR materials, light for real-world conditions, then render stills, a simple animation, and a 360° panorama (Marzipano). Archimesh speeds up architectural bits. MeasureIt keeps dimensions honest. Particles cover things like carpets. FreeStyle is there if you want a line look.
What we build
2D house layout
3D furniture (kitchen, living room, bedroom)
Photorealistic lighting
Stills, animation, and a 360° VR-style tour
What we use Blender modifiers (array, bevel, screw, subdivision, boolean), UV mapping and texel density, Archimesh, Dynamic Sky, MeasureIt, FreeStyle, Marzipano.
Who this is for Interior designers, architects, and beginners who need interior visualization in Blender. No prior 3D required.
Who this is not for Exterior-only house animation (Architectural Design & Animation) or game interiors.
What you’ll learn
Turn a 2D layout into a 3D interior in Blender
Model kitchen, living room, and bedroom furniture
Build PBR materials (procedural and texture-based)
Light interiors for real-world daylight and lamps
Render stills, video, and 360° panoramas
Use MeasureIt, Archimesh, Dynamic Sky, and non-destructive modifiers
Set cameras (orthographic and perspective) for client views
Requirements
A computer that can run Blender (free)
No prior 3D experience required
Three-button mouse recommended
Who it’s for
Interior designers and architects who need photorealistic rooms in Blender
Beginners learning 3D modelling and rendering from an interior project