Fundamentals of 3D Mesh Modeling / Lighthouse Lantern Room Scene Final

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My take on the final challenge from Fundamentals of 3D Mesh Modeling.

I wanted to create something a bit more fantastical and fictionalized while still keeping the objects mostly grounded in realism. This led me to imagining a bedroom inside of a “lantern room” at the top of a lighthouse. 

(I also leveraged some inspiration from the fact that decking these spaces out for living is actually a real concept.)

For the actual modeling, I created a vast array of custom objects (a ship’s wheel, a lighthouse miniature, a signal bouy, furniture, plants, etc.), while also leveraging some of Blender’s built-in “extra” meshes -- as well as objects I created from other lessons in the course -- as easter-egg decorations.

While generally keeping things low-poly, for many objects, I tried to reach for additional fidelity and some extra details in order to push my abilities.

Ditto materials: Several are rather basic and low poly -- but I couldn’t resist putting some deeper crafting into things like the glowing plants, the life rings, the Rubik’s Cube, and the dreamy/misty stage on the outside of the room.

It certainly feels a bit... snug -- as one would expect from the top of a lighthouse. But I really liked the challenge of fitting a lot of realistically scaled objects within those constraints

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