Irving Square Glider

Furniture Information

Modeling Details

Modeled and Rendered in Blender Using Cycles

Begining the process

I began the modeling process by trying to block out the basic shape in blender. However, I kept running into issues and wasn’t very successful.

Identifying the problem

This turned out to be harder than I expected. It was difficult to figure out how to get the back and arms of the chair to follow a smoothe curved line.

In addition to the curve, the back of the chair needed to be angled. Also, I had to plan where the seams would go, so that the topology would line up with them correctly.

The back cushion is what gave me the most problems. In the front, the cushion is not connected to the arms of the chair. However, it seamlessly connects to the arms in the back of the chair.

finding a the solution

Finding a Solution
(Left my model, Right reference image)

To address this, I made sure to use reference images as an overlay. I continuously switched between the top, side, and front view to make sure that the angles were all lining up properly. I was mindful about the slight differences of perspective due to the references images not being orhographic. In the end, I made sure that this chair was properly scaled.

Texturing

Quixel Mixer

First, I made texture maps using Quixel Mixer and Megascans.

blender shader

Then, I generated a simple shader in blender to apply the texture maps to the chair and control the paramaters.