Modeling the Chair First, I created the basic shape of the chair using Box Modeling. I applied the Mirror Modifier to save time by modeling only one half. For the backrest and seat, I used Subdivision Surface to make them smooth, while for the armrests and base mechanism, I applied Bevel to maintain sharp edges.
UV Unwrapping Once the modeling was complete, I unwrapped the UVs. To avoid texture stretching, I used Smart UV Project and then manually adjusted the unwrap in the UV Editor to ensure important details retained their quality.
Texture Painting For texturing, I used Texture Paint. Here’s my process:
Base Colors Detailing Logo or Patterns Final Touches Rendering For the final render, I used Cycles, set up an HDRI for natural lighting, and added slight depth of field to make the scene look more realistic.
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