Process for Modeling Interior Architecture in 3D
Process for Modeling Interior Architecture in 3D
The first thing I did inside the project was to model a space, in this case design a small room with large enough windows on one side to let the light in, and a standard size window where I want it to be used to create the scene and in this window would focus the camera.
Once the space is created,I added the downloaded objects in the area to be rendered. To see an internal view of what the space would look like with the objects inside, I made an image of only lines so that the project could be understood. Sothe picture was like this
Then I was looking for a perspective that I liked to place the camera, I was seeing possibilities so I started with a corner perspective, at the time I had liked the camera at that point, however I wanted more detail of the scene and to focus on the objects I had added, because with the perspective I had it was felt that they were disintegrating in space. The first perspective was like this:
The second perspective of the scene that I tried to see the camera was this, however the perspective, although it was very detailed just as I wanted it, many objects were lost up and down the sides of the camera, so I dismissed this scene immediately.
While I was working on the scene, I gradually added the textures to the project so that I could work in parallel when rendering.
After so much trying I wanted to make a drastic change of perspective. I tell to you that it's the first time I've done it in my models, but I wanted to try a vertical "photo" to see if I could achieve my goal. What I did was make a test render to see how it looked, and although the quality was fast, I liked the way the camera looked with respect to others and decided to keep working like that.
My next render, if it was more complex, I adapted the light from the outside, I improved the lighting and the material of the window glass so that it let only the right light through it, and I changed the color of the background of the wall to give a better contrast and seriousness to the scene. I added a curtain moved by the wind and in the part of outside of the scene some trees to give better aspect to the bottom.
For the final touch I improved the internal lighting after so many work tests and little by little I was improving the amount of pixels that my graphics card was rendering, for each time having less "fireflies" or soft spots on the scene. Also, at this time, a better version of Blender came out, the 2.79, which had an option to reduce the noise of the scene so for this moment I used it and I really liked the final result.
I hope you enjoyed this small process of how to create and texture 3D architecture. Few are those who arrive at this final result because of the type of program they use, that their renders engines are very limited, or their textures are predetermined, so limited. In this case all the textures are made by me, the options when using the whole spectrum and it is understood how to make a texture from scratch creates impressive results like these. Thanks for reading and being aware of my publications, little by little I will be adding works of my projects and how I was creating them little by little. Greetings to all, see you in the next post!
that's great!
thank you very much! <3
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