Alright, so let’s talk about this “Beauty Room 11” thing. It’s been on my mind to share how that whole process went down, from start to, well, what it is now.
It all kicked off with a pretty simple idea, or so I thought. I wanted to create a digital space, you know? Something that felt calm, looked good. “Beauty Room 11” just popped into my head as a working title, and it kinda stuck. My main goal was to just get something done, to see if I could actually pull off the vision I had.
Getting Started – The Bare Bones
So, first things first, I fired up my usual software. I didn’t have a lot of fancy assets lying around for this one, so I decided to build most of it from scratch. Big mistake? Maybe. But hey, that’s how you learn, right? I started blocking out the main shapes of the room. Just cubes and planes, really basic stuff. I was just trying to get the proportions right, figuring out where the walls would be, where I imagined a window, that sort of thing. I spent a good few hours just pushing and pulling vertices, trying to make it feel like an actual room and not just a box.
Then came the part of actually trying to make it look like something. I needed to model some basic furniture. A simple vanity, a chair, maybe a shelf. I wasn’t going for super detailed models, just enough to give the impression. This part was slow. I’m not the fastest modeler, and I kept redoing things. My first chair looked like something out of a horror movie. Seriously. I must have scrapped three or four versions before I got something that didn’t make me want to cry.
The Texturing Nightmare
Once I had the basic shapes, I thought, “Okay, texturing. This will be where it comes alive!” Oh, how wrong I was. Finding the right textures, or making them, was a whole other battle. I wanted soft colors, a certain feel, but everything I tried initially just looked… off. Flat, or too noisy, or the seams were all over the place. I remember spending an entire evening just trying to get a wood texture on the floor to look decent. It was one of those times when you’re just clicking around, hoping something magical happens.
- I tried procedural textures first. Too complicated for what I wanted quickly.
- Then I dug through some old texture libraries I had. Most were too low-res or just not the right style.
- Finally, I ended up tweaking some very basic materials, focusing more on color and subtle bump maps rather than complex image textures for some surfaces. Kept it simple, stupid.
Getting the UVs unwrapped for the furniture was also a special kind of fun. If you know, you know. Hours of tedium, making sure things didn’t stretch or look weird. I definitely cut some corners there, I’ll admit it.
Let There Be Light (Eventually)
Lighting. Man, lighting is always the make-or-break thing, isn’t it? I fiddled with lights for what felt like forever. I wanted a soft, ambient glow, maybe some nice light coming through a window. My first attempts were either super dark, like a cave, or blown out like an operating room. There was no in-between for a while. I added an area light, then a spot light, then took them away. I must have tweaked the intensity and color values a hundred times. I even tried some fancy global illumination settings, but my old machine started to chug, so I had to dial that back a bit.
Eventually, I settled on a simpler setup. A main light source simulating daylight from a window (even if the window itself was pretty basic) and a couple of smaller fill lights to soften the shadows. It’s not perfect, but it stopped looking like a crime scene, so that was a win.
The Final Touches and Calling It Done
Then it was time for the little details. Adding a few props here and there – things that would make it feel more like a “beauty room.” A simple mirror frame, some abstract bottle shapes, that kind of stuff. Nothing too complex because, honestly, by this point, I was getting a bit tired of the whole thing. My enthusiasm was definitely waning.
I did a bunch of test renders. Each one took a while, and each time I’d spot something else. A weird shadow, a texture that wasn’t quite right, an object floating half an inch above the surface. Back and forth, tweak, render, tweak, render. It’s a grind.
So, “Beauty Room 11” is… well, it’s finished, I guess. It’s not going to win any awards. It’s got flaws. Plenty of them. Some parts are a bit rougher than I’d like. But I went through the process. I started with an idea, I wrestled with the tools, I cursed at my screen a lot, and I ended up with something. It was a practice run, a learning experience, more than anything else. And sometimes, just getting it done is the biggest achievement. Now, onto the next thing, whatever that might be. Maybe “Beauty Room 12” will be smoother. Or maybe not. We’ll see.