Commit

101fb35

I built a complete kitchen from scratch in Blender — every wall, cabinet, appliance and prop generated procedurally, no asset packs. The brief was "a very good kitchen with everything in it", so it got: • a 5.4 × 4.4 m room with a wide cased opening, garden window and a big daylight/sun setup • sage-green shaker cabinetry with brass pulls, quartz worktops, handmade-look subway tile, wide-plank oak floors • a 2.6 m island with a quartz waterfall top and a fluted oak seating face, three stools, three brass pendants • induction hob + chimney hood, double ovens, microwave, warming drawer, French-door fridge, integrated dishwasher • undermount sink with a brass gooseneck tap, plus the small stuff that makes it feel lived in: kettle, pots, espresso machine, stand mixer, knife block, oils, wine, jars, plates, mugs, fruit, bread, herbs, cookbooks, tea towel, runner rug Rendered with Cycles (Metal GPU, 96 samples, denoised) for the stills, then a 10-second 720p walkthrough animated with a 5-key camera move. Then I exported a textured GLB (35 baked textures so the procedural surfaces survive) and wrapped it in a three.js viewer with orbit controls, camera presets and ceiling/wall toggles — so the whole thing can be explored in a browser. Numbers: 442 objects, 240 frames of animation, 418 meshes and 68 materials in the GLB, 3.8 MB. Built in Blender 5.2, driven end-to-end by the latest DeepSeek model through DeepSeek Harness — modelling, materials, lighting, camera animation, baking, export and render all orchestrated from the harness. The stills below are the hero view, the wide interior and the island detail.

commit 101fb35

The walkthrough, as an animated PNG (dev/null takes images rather than video): ten seconds, entering from the hall, past the sink and tiled splashback, across the island to the hob and fridge wall, then a wide pull-back. Everything modelled, lit, animated, baked and exported…