How to create a 3D FLOOR PLAN in Blender 3.0

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the first question that we need to answer is why why should we bother to create a completely different 3d file for a 3d floor plan and the answer is simple think about your architectural visualization as a tree stepping reading or our three-step story the beginning the localizing and the end the first part is the beginning the cover of the book so the client needs to see what's going on what's up about this architecture for that reason the first step is to show what the facade the exterior handling to show the main body of the project the second step is to localize the clients and the third step is to show the interiors what is inside of that architecture so the 3d floor plan will work more like a map to make sure that the client knows where he is when he starts to look around your interior handling and see what's going on inside of that architecture so if you don't know me my name is augustus i work with architectural visualization and in this video i'm going to teach you how to create a proper and professional 3d floor plan inside of blender if you are not subscribed to this channel so make sure to subscribe and click the notification bell so every time i post a new video you will be awarded okay if we'd like to know how to do what i'm gonna show you right now in a step-by-step tutorial well i have a link in the description below where you can know more about my complete architecture visualization course but you can know more about that clicking in a link in the description below without further ado let's get started how to create a 3d floor plan inside of blender so the first step is to gather as much reference images as possible about the type of 3d floor plan you would like to present to your clients so in this type of projects we prefer to be more artistic than realistic so gathering some some reference we're gonna decide how we're gonna approach this type of project so the first step is to gather reference organize those heifers in a pure have fire or something like that you can save it on your computer as well but it's important to know where you are going so we won't lost time during the process the second part of this project is to import the 3d floor plans inside of blender so here in this channel i teach you how you can import several different files inside of blender but in this case i prefer to use images as planes so i take all the pdf files from the original project the architectural projects and convert it on images and then i import those images inside of blender rescale it to make sure that the scale is correct so i take an reference point like a door or a window or some part of the project that i know exactly what is the size and i use that point as a reference point to scale my image until it fits more or less the correct size so i'm not getting totally precise but i get closer enough to the scale and this is crucial because if you will realize that the scale is wrong in the middle of the project will be too late the third step here is modeling the exterior and the ethereal wall so i usually separate those walls in different sections so the exterior and interior walls are separated to keep me organized and this is the most straightforward part actually because all i need to do is to take a plane and extrude that plane around my scene easy as that but usually i prefer to add door openings in windows with building operations because i can just create an object that will fit in every part of my project and then i use the addon boot tools to remove some parts of the other objects with a boolean operation a subtract bullet operation a small tip that i can give you is that if you are working with an architectural visualization interior and you would like to use builders to make your openings and make sure that you will get to the final results fast a tip that i can give you is to place some loop cuts on top of the doors and out of the windows doing that you will get a little bit extra geometry but you will have a perfect point where the boolean operation will have a support loop so you won't get those diagonal lines around when we place windows around our seam to do the floor i just make a plane and i cut that plane in the correct size and then i use the limited dissolve to remove all the extra geometry here i don't care too much about end guns because everything we will be straight so why care about end guns here i prefer to have a clear viewport then have a lot of lip goods throw me off my attention so after that i take the face on top of my floor and i use that face to create my flower plants inside of blender using the art pack add-on and the art pack add-on has an amazing feature this feature allows you to take a face convert it to a curve and use that curve to cut on top of a floor allowing you to create a complex for easy you can see how i can do that in the screen so when i finish the modeling process i start to think about the materials and the materials i usually think in two different types of materials the communication materials and the realistic materials they communicate materials a material that i create just to communicate what the client is looking so for example we know that walls are made of concrete are made of bricks or things like that but usually we don't design concrete and we don't design things like that to show that exactly concrete inside of that that cut because a floor plan is a section cut where you are seeing from the top wheel so as we want to place a concrete material on top of the walls i prefer to put a communication material a black material that allows the client to understand that this is a one it's not a realistic wall but this is a wall and i know that this is a wall it's communicating something the realistic materials you're gonna apply as usual you can use add-ons or tools or libraries anything like that you can download it from the internet but we're gonna apply materials as as usual because they are not so different you have a lot of artistic liberty here because you can do whatever you want because here we are not really caring too much about realism and more about communication but it's more of the same in any interior or exterior shot the doors and the windows are also simpler objects that i prefer to create something easier to the eyes to allow the client to understand that this is a door and i don't need to create a lot of details on that i just need something simple quick and dirty to allow the client to know okay this is a door i don't need the realistic door i don't i just need to know so those objects are more to communicate they should impress someone else with the realism of things like that you know after that i just take the baseboard of my model which is simple i just take a section extrude it up and apply a solid 5 modifier to make it easier or you can go around your scene extruded plane do whatever you want to apply material on the floor is the same process but in the flora prefer to use the random bird island option in the geometry node not in the geometry nodes but in the geometry node that you can add on the shader editor that option allows you to change a little bit the color randomly according to the faces on the uv map this allows us to create a little bit of variation in the colors of each wood plank and it brings a lot of detail in the final of the project so the bathroom material i make it different i prefer to create a plane and keep it separated from the rest because i have more control doing that it's easier and quicker to work in that way and i used some materials from this website ambient cg where i get most of my textures because they are free and they are really high quality after that is a matter of add some assets and i use several different types of asset libraries here some are free some are paid but it's just a matter to distribute your assets accordingly to the drawings of the architectural project and this is really important because in this stage of the process is curious because you need to shrink down some of the objects to make sure that they will fit on the floor plan because when we are talking about architectural visualization we are talking more about communication than something extremely beautiful or realistic something can be really realistic and at the same time extremely hard to read so think about communication more than beauty in this case so finally i organize my file making sure that my collections are in a good spot and i prepared my file to the final henry so to prepare the final handling i prefer to use our topographic camera because we don't want to see those diagonal ions coming from the top we i really prefer to have a map so in this case i'm looking for a real map something that's easier to understand more than beauty don't get me wrong this should be beautiful but first i need to think okay i need to communicate this as quickly and as efficient as possible how can i do that so the orthographic camera is amazing for that because we don't want to have those corners or those those lines that will be hiding things behind walls that you can't see from the top so i use the orthographic camera because of that and then i select an introduce map with soft shadows that will allow me to have more light and engage light a few light that will fill my scene in a good way and then i add the sunlight to get some shadows and then i change a little bit the settings of that sunlight to get more soft shadows because my intention here is not to get as realistic as possible but to get more volume into my scene allowing my clients to get a easier time reading that 3d floor plan and finally i do the post production on photoshop usually for this type of project i just save the final rendering and a ambient occlusion pass because that would be into occlusion paths i will use that to bring more volume to my scene as i told you my main focus in this type of project is to communicate something as quickly and efficiently as possible so in photoshop i just use camera raw to bring a little bit of the details bring some contrast making a little bit of a white balancing to make sure that everything is pistol clear i applied some lut use the ambient occlusion map to bring more volume and show up a little bit more of the shapes in my scene and finally this is the final result so as i told you if you'd like to know how to do that kind of project step by step the link for my full course is in the link in the description below so click the link in description below to know more about the details okay thanks for watching don't forget to subscribe and click the notification bell so every time i post a new video you will know that immediately okay thanks for watching and i'll see you in our next video bye take care
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Channel: Blender for Archviz
Views: 19,614
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Keywords: Blender, cycles, eevee, blender archviz, architectural visualization, blender architecture, eevee tutorial, eevee architecture, eevee interior, blender for archviz, 3d floor plan design, 3d floor plan autocad, 3d floor plan software, 3d floor plan rendering free, 3d floor plan rendering software, floor plan blender
Id: qgfa_kJgUGg
Channel Id: undefined
Length: 11min 30sec (690 seconds)
Published: Tue Jan 04 2022
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