01 Raw Scene
Scene without any lighting with just the base setup to give a sense of how the environment looks in its raw form.
Fox in Jungle is a stylized 3D environment created in Blender, focusing on soft shapes, pastel colors, and a cozy nighttime forest mood. This project covered the full pipeline: modeling props, texturing, arranging the scene, setting up lighting, and adding particle systems such as fire sparks, grass, fireflies, and butterflies.
I used common modeling tools like extrude, knife cut, bridge, separate, loop cut, and insert, as well as supporting tools such as proportional editing, snapping, curves, lattices, and the spin tool. I’ve also explored various modifiers, including subdivision surface, solidify, array, simple deform, curve, mirror, displace, skin, shrinkwrap, bevel, and boolean.
I mainly used Mix node to combine two image textures—one with a tree grain pattern and the other with a zebra print. This combination helped me create a more detailed and interesting surface. I also applied a gradient texture to give the material a more natural and organic look. I also used emission node to add a glowing effect.
Starting from the base scene, I added light sources to highlight key elements, enhance realism. Each light was carefully placed from firelight for warmth, to area lighting for overall brightness and with a blue spotlight with noise texture for a dramatic touch.
Scene without any lighting with just the base setup to give a sense of how the environment looks in its raw form.
Added light to the fire. This was done to illuminate the area around the fire and create a warm atmosphere.
I added an area light from the back of the scene. This helped to increase the overall brightness and made the entire composition feel more balanced and immersive.
I added a blue spotlight on top of the tree. I also applied a noise texture to this light to give it a more dynamic and mystical appearance.
The full lighting setup and how I arranged the scene. It highlights the positioning of each light source and the overall structure of the environment I built.
To keep the scene alive, I added several particle systems that move gently over time without distracting too much from the main characters.
Small glowing embers rising from the fire with random sizes and lifetimes.
Dense grass particles scattered using weight painting to break up flat areas.
Slow, looping paths with slight glow to add magic to the background.
Light trails and fluttering movements near the top of the frame for extra depth.