Creating a Street Environment in Blender 4.3
Tutorial: Creating a Street Environment in Blender 4.3
Software Used
Blender 4.3 – scene modeling, layout, and rendering
Adobe Photoshop – texture creation and editing
Adobe Premiere Pro – video editing and finishing
Step 1 — Scene Planning & Blockout
Gather References
Find street scene inspiration—buildings, road layouts, street furniture. This informs scale, architectural style, and composition.Set Up Blender Project
Open Blender 4.3 and set measurement units to metric (meters) or imperial (feet) via Scene Properties → Unit System.
Establish a folder structure:
models/
,textures/
,scenes/
,renders/
.
Block Out Streets and Buildings
Use basic primitives: Cubes for buildings, Planes for roads.
Scale blocks to approximate real-world proportions (e.g., building height vs. road width).
Maintain clean geometry: quad-dominant meshes with reasonable topology.
Step 2 — Modeling Street Elements
Road and Pavement
Create road surface using a Plane and subdivision for curvature details.
Add sidewalk planes with slightly elevated height and appropriate width.
Insert additional Loop Cuts (Ctrl+R) or bevels (Ctrl+B) to add road markings or kerb details.
Buildings
For each building, use a cube and scale to desired dimensions.
Add windows, doors, and facade details by extruding faces or using inset tools (I) and bevels.
Street Props
Model props like lamp posts, benches, trash bins, or mailboxes with primitive shapes and modifiers.
Use Array modifiers to duplicate streetlights or objects at regular intervals.
Step 3 — UV Unwrapping & Texturing
Basic UV Setup
In Edit Mode, select each building and apply UV → Smart UV Project or better, UV → Unwrap with seams manually marked where appropriate (e.g., building edges, roof ridges).
Ensure road and pavement surfaces have uniform UV distribution.
Export UV Layouts
In the UV Editor, use UV → Export UV Layout at sufficient resolution (2048×2048 or 4096×4096 pixels).
Export separate layouts for buildings, roads, and props as guides.
Photoshop Texturing
Open UV snapshots in Photoshop.
Paint base textures: brick, concrete, asphalt, window frames, signage.
Add variations (dirt, graffiti, stickers) for realism.
Save texture files in formats like PNG or TIFF.
Assign Textures in Blender
In the Shader Editor, create Principled BSDF materials.
Add Image Texture nodes and load your custom maps.
Connect albedo, roughness, normal, and detail maps accordingly.
Preview in Material Preview or Eevee/Cycles render modes.
Step 4 — Lighting and Rendering
Set Lighting
Use an HDRI environment texture for ambient lighting—add an Environment Texture node in the World shader for realistic sky and reflections.
Add Area or Sun Lamps to mimic street or natural lighting; position them to cast shadows and emphasize scene depth.
Render Settings
Choose Cycles for accuracy or Eevee for real-time interaction.
Adjust samples: aim for 128–512 for previews, 1024+ for final outputs.
Enable Ambient Occlusion, Bloom, and Screen Space Reflections for added realism (especially in Eevee).
Step 5 — Post-Processing and Video Editing
Render Output
Render stills or an animated camera fly-through.
Output a sequence or single image in high quality (PNG or EXR for professionals).
Composite in Photoshop (Optional)
Apply final color correction, add overlays like fog or street signage glows.
Video Assembly in Premiere Pro
Import rendered frames into Premiere Pro.
Arrange clips on the timeline.
Add transitions, titles (e.g., “Street Environment – Blender 4.3”), and overlay animations if needed.
Export using high-definition presets (e.g., H.264, 1920×1080).