
learn to create poolrooms in Blender step by step with beginner-friendly, non-destructive modeling, animate water, caustics, daylight and interior lighting, and finish with VHS-style post-processing.
Explore blender basics in a beginner-friendly 10-minute guide, covering the layout, shading, uv editor, world and render settings, and essential tools from camera setup to edit mode and common shortcuts.
Collect reference images with PureRef, import a ground plane for scale, and start building pool room walls in top orthographic view using the references.
Create poolroom walls in Blender by starting from a plane, aligning to a reference image, extruding along the x, y, and z axes, and adding a zigzag with loop cuts.
Master non-destructive bevel workflows using the bevel modifier, compare destructive bevels, fix normals and double vertices, and tune bevel weight for precise, adaptable edge beveling.
Learn to model stairs in Blender by duplicating edges, extruding along axes, using array and bevel modifiers, and applying solidify for finished steps.
Model floor, water line, and ceiling in Blender; set water at 1.4 meters and apply white tile, water, and backrooms materials to walls and carpet for poolrooms.
Create rounded stairs in blender using a cylinder and circle, then use an array modifier driven by an empty object to arrange steps, with booleans and bevels for holes.
Learn how to create non-destructive windows in Blender by using a boolean collection workflow, duplicating booleans, and toggling render visibility, while planning from a reference image and testing renders.
Master lighting in Blender by adjusting world color, hdri, and sun lamp for a yellow atmosphere, then render quick 640x480 VHS camera test frames to compare camera settings.
Model backrooms windows in Blender with a step-by-step approach, using loop cuts, extrude, and bridges; create window frames, assign glass and wood materials, and apply bevels for realism.
Master step-by-step blender modeling details, from duplicating and extruding shapes to beveling edges, converting to curves, applying materials, and preparing a scene for poolrooms.
Create a chrome metal material and use a concrete texture with a color ramp to vary roughness for realistic chrome shading.
Learn to create a glass material in Blender by mixing glass with transparent shaders, applying a concrete image texture with a color ramp, and adding a Musgrave-driven bump for realism.
Learn to build backrooms style lighting in Blender by using array modifiers to create ceiling panels, assign light on/off materials, and refine lighting for a test render.
Select the backroom wall material, unwrap with cube projection, and apply wallpaper texture from textures.com. Tune roughness with a color ramp, add yellow tint, and run test renders.
Learn to create realistic carpet textures in Blender by using ambientcg textures, a principled BSDF with displacement and roughness maps, and dirt accents via hue-saturation and Musgrave textures.
Explore tile texture creation in blender by mixing 2k ambientcg tile maps with chocofur concrete shaders, adjusting color, displacement, roughness, and bump for realistic tile surfaces.
Enable the ceiling in the viewport and apply a concrete image texture. Use color ramp tweaks to roughness and bump maps, project UVs, and isolate the object for focused shading.
Create a water shader with the ocean modifier, adjust geometry and scale, set spectrum to shell of water, tune waves, and keyframe animation with linear extrapolation and array repeat.
Build a water shader in Blender by mixing glass and transparent and setting IOR to 1.333. Use a real water texture with displacement and color ramp for realistic bumps.
Learn to create caustics in Blender with a water glass material, explain why ceilings block sun, and enable shadow caustics and post-processing to reveal fake caustics.
Add imperfections to poolroom tiles by building real geometry in Blender using loop cuts, bevels, and extrusions, then compare before and after with a camera.
Learn to apply leaking textures and graffiti to Blender walls with images as planes, adjust alpha via color ramps, duplicate textures, add garbage props, and test renders.
Learn how to create a big poolroom in Blender, including setting the origin, building walls, beveling a door, applying scale, texturing white tiles, and preparing a camera setup for animation.
Master Blender camera animation with depth of field, focus object, f-stop, and keyframes, then use the shake add-on presets for cinematic moves.
Export and render your Blender animation with a shadow pass, save image sequences, and composite in Premiere Pro or After Effects to achieve caustics lighting.
Learn post-processing in After Effects for poolrooms created in Blender. Combine ambient occlusion, mist, glossy direction, and caustics with overlays, lens dirt, and VHS-style distortion.
As you know, I previously recorded a 4-hour tutorial on how to create Backrooms in Blender. A lot of people watched the tutorial, and some of them asked if I could make a tutorial on Poolrooms, so, why not.
I did some searching on Youtube and there aren't as many Poolrooms videos as there are Backrooms videos, but they are watched a lot, I haven't found any tutorials on how to create Poolrooms, so this one, if not the first, will definitely be the most detailed.
In this tutorial, we'll create the animation which you can see in the introductory video. The tutorial will be adapted for beginners, but we will also go in-depth to get as many details as possible.
I will show you how to model poolroom mazes of different shapes non-destructively so that we can easily change the construction later.
We will create and animate realistic water and other materials and show you how to get caustics without slowing down render time.
We will create daylight lighting for open spaces with windows and lighting for closed spaces.
I will show you how to create realistic camera movements, and how to add a lot of details and imperfections.
In post-processing, we'll get an authentic VHS look with the new details I've learned for this tutorial.