Blender Archviz Tutorial: Interior Design | 3D Interior Visualization Course: Part 06 |

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after watching this video you'll understand the basics of architectural 3d modeling in blender you will learn the best practices of creating clean 3d geometry without any extra add-ins planning your 3d models ahead and organizing the project for more optimal work this video is part of my interior visibilization course in blender which is available for free on my channel the videos are slow pace for all beginners to be able to follow them you can find a complete playlist with all the videos linked in the video description below and if you want to access all of the project files and support what i do i share more info on that at the end of the video and you hey my name is lach and welcome to my interior visualization course in blender [Music] hi everyone in this video we will finally start creating our 3d scene and the first objects we are going to create are the walls but before we do that i would suggest organizing our scene just a little bit better so the drawings we can put them into a separate layer or a collection and to do that just right click here select new and by double clicking we can rename the collection so let's call it drawings now i can expand this collection and move my empty objects here so now when we are working and there is too much happening in the 3d viewport we can very quickly disable the entire drawing layout or make it visible again i will also uh i decide to keep the stairs we have so for now so let's just create another collection and call it let's say random sorry and let's move this object here as well and we can hide it just for now so with this little setup ready um let's begin creating the walls as with most of the 3d models i start by creating a cube and moving it to the corner here i will now enter the edit mode select one of the faces and switch the wireframe so i move this face up here so it matches the wall and now i press ctrl r to add a new loop cut here i will now select this face here but i can barely see anything because of this section uh drawing so again switch the face mode select the face and start extruding it in this direction so i include the window opening in my extrusion i don't know if it's a right word so forgive me and now i keep going until this area here as you can see i'm switching to a perspective view in order to select a face because sometimes for some reason blender 2.80 automatically switches to the edge selection mode so when i think i have a face selected i'm actually having just an edge and i'm only extruding an edge so just keep that in mind when you're creating your own models i'm now going to duplicate this selected face here and move it along the y axis here which is also barely visible and that's because i didn't change the opacity so let's do it right now okay so it's better now i move this face here and extrude it this direction and again i select this face i will just move it here press e to extrude again i will also extrude this face just to mark this restroom area and i will extrude one more time until i reach the end here let's now move back to this area i'm just gonna select select those vertices move them like this until i reach this area and again i'm gonna include the window opening and i'm gonna extrude one more time so as you can see i left those corner points untouched which i will fix now so i select both corners and with the gizmo here i will just zoom into this point and press g and now x so i know both corners moved the same distance so they should be now aligned uh perfectly well with that being said we have a foundation for our walls and we will have to enable the section view again in order to know what's happening so this is where things are becoming a little bit tricky just for a moment but we have to kind of decide uh how are we gonna create the geometry from from now on so as you can see i've moved the wall a little bit a little bit up and looking at this section uh we can see the kind of uh ground floor is lifted up above the ground by let's say by 85 centimeters you can see here so we need to think uh where will be the bottom edge of our wall and i would suggest moving it up like this normally i would suggest having this bottom line somewhere in the middle of the of the floor slab but just for the sake of this tutorial let's let's move it upwards so the bottom line of the of the wall uh is on the same level as the upper face of the floor slab so from here i'm gonna enter the edit mode again select the top vertices and move them up until i reach another upper surface of the another floor slab from here i'm going to extrude and i'm going to keep going until i reach the very end of the building um let me just see well there's something unexpected happening here but we can fix this and that's probably because some i must have missed those corner points um we can fix this very easily to be honest so let's just select all those vertices and press s z and zero so now all the points were scaled to the same level and we can move them down again like this with that being done let's now extrude one more time downwards until i reach the seller uh seller level seller floor level let's say let's say like this um yes so this is the base geometry of our walls we have those additional edge loops here and i will explain a little bit further why did i decided to do it this way but now let's just keep going and i think we can now move to adding the uh floor slabs just to see how the building looks with them because for now this is this is the thing when creating a 3d model from the architectural drawings it's not like a step-by-step process where everything is clear and you perfectly know what you're doing because often times there are details in the drawings you only kind of see after adding an additional elements to to your building so i think with the walls set up let's now move to the floor slabs and see how they look and see if we have to adjust anything with within this element we just created to create the floor slabs we can actually use the edge loops created when working on the wall object so i'm going to press alt and shift keys and left click to select them now i'm going to shift d to duplicate i'm gonna hit escape now i'm pressing the p to separate the selection so when i exit the edit mode you can see there is this little line here i'm gonna hide the walls and you can see our slab layout is here i'm gonna press shift h to hide everything so i have a better view on this on this object now i'm gonna enter the edit mode and switch to the vertices and i'm basically gonna delete most of them so with selecting these three i'm gonna merge them to the last i'm gonna delete this one this one um this one and this one so with my mouse cursor hovering it open over those edges i will just press the l key to select everything linked and now delete them um yeah so we still have to get rid of those few vertices i'll just select all of them and merge to the last one this one i will merge here these two i will connect so this way we have a face but it has a layout of the floor slab let's hide everything and just see if it matches yes it does um yeah so now i'm gonna unhide everything you can see i'm hiding and hiding a lot um honestly i don't know if this is the most elegant way of working in blender um but i'm to be honest i'm just used to it i'm used to doing stuff this way i don't know if it fits your workflow so if not sorry for that but for me i think that's the fastest way to do it anyway i'm just selecting the top floor and extruding it downwards with my building section visible so i know how thick should this flora slab be um yeah let's leave it like this and see how it looks with the walls so you can see we have this overlapping faces here but let's let's just leave him like this because the camera will be most likely placed somewhere here so we are not going to even see that if it's annoying you you can simply select this element now select one of those faces and just move them very slightly into any direction so now it's fixed yeah let's just leave it like this so with one of the floor slabs created i will now duplicate it and move it to the other floors it's not going to be probably a very precise thing that i'm doing but when you're modeling from the technical drawings it's very often you have to redo things over time so for example the stairs we've created obviously we have to apply a uv uv mapping to them then the shader and everything but at this stage they also give us a feel of the scene and a feel of the scale and they also help us kind of navigating around the scene so let's just keep those elements uh present and continue working as you can see this middle floor slab here i aligned it uh quite precisely but the one here i will just leave it as it is because we will probably we won't probably visualize anything on the top floor uh we will be focusing on this one at most i think um and again the seller we will just leave it as it is so i will very roughly duplicate this snap again and move it here so you can see we have four slabs and this one is separated as an independent object because if we're going to place our camera here and we will be adding a concrete or any other shader to this element these will be probably just a standard diffuse white or some plaster shader so i'm just keeping them on a separate layer as a separate object let's now unhide and see what do we have here so obviously you can see we are still missing a lot of details uh we need to cut the holes here in the slabs so the staircase looks well usable and realistic um we were we will most likely need to adjust this area here because from why from what i remember there is a cut here in the floor slab but those details will be covered in the next video and yes so for now i really hope that was useful what i've just showed you as you can see modeling from the floor plans from the technical drawings is not that hard if you just approach it the right way if this is the best way i don't know but what i can say this is a method i'm personally using for many many years since 2009 i would say and i did multiple projects using this method so i would say it's it's bulletproof because once you align the drawings within the 3d viewport once you align the the basic geometry to those drawings then you're basically having a great layout for creating a very nice visualizations and your geometry as you can see is very clean so we have this very very uh simplistic meshes but that speeds up a lot of on the i mean that speed speeds up many things like uv mapping um modifying those meshes so let's say cutting out the window openings cutting out holes and yeah i would say that's the way to go that's the way i've learned in one of the best companies out there and that's the way i was using for creating my to deliver the work to my clients so um yeah if you want to follow this way i'm happy and enough of talking in this video let's let's see in the next clip and where i'll be showing you how to cut those holes and how to start detailing this 3d scene see ya thank you guys for watching if you want to support what i do and access all of the project files that i've created together with the course together with the interior scenes together with hundreds of blender exclusive 3d models check out the choco for store and learn more about our subscription plans this is truly the best money can get you if you want to get better at blender thanks again for watching and i see you in another video bye
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Channel: chocofur
Views: 5,197
Rating: undefined out of 5
Keywords: blender, blender 3d, blender guru, cg geek, tutorial, blender tutorial, blender interior, blender interior beginner, how to make, architecture, visualization, interior design, interior visualization, 3d interior visualization, interior visualization blender, interior visualization course, interior visualization secrets in blender, how to, free, archviz, 3d, cgi, blender interior modeling, blender architecture, blender architecture tutorial, blender interior design tutorial
Id: YTp_PUdCXGU
Channel Id: undefined
Length: 17min 40sec (1060 seconds)
Published: Thu Sep 30 2021
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