How to make 3d floor plan in Blender | beginners guide (Part 1)

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hello guys and welcome back this time we will learn how to make a 3d plan from a 2d drawing this will be a step-by-step tutorial using basic methods and editable elements you will also learn how to make a simple animation around the scene with basic camera movements this tutorial works with both heavy and cycles render engines with those two options you can render fast animation for interior preview and also have some more realistic still shots from top view so enjoy for this tutorial we will go with something simple this apartment house if you're working on something else just try to clean it first and only keep the walls once you done go to the save menu and export it as a dxf file i did save it before so i will make another copy here name it something nice and hit save now into blender delete the default objects then go to the add-on settings to enable the dfx add-on there are two of them so enabled the second one after that go to file import and you should see the dxf format here select it and navigate to where you saved the drawing file it did import here but not at origin point in this case just use the comma key in the number bad to zoom at selection and press g to move it in position those texts are not that important so delete them once you place it here make sure the scale is correct i did draw a 15 by 15 meter square around the walls so we can check that with the dimension tool think it all good after that before we start modeling the walls select everything and put it in the same collection then enable this icon to make the drawing unclickable now to model the walls we will go along the drawing while keeping in mind that the interior and balcony doors start from the ground level with the right mouse button here make a new collection then from add go to mesh and select cube press n to see the dimensions on the right area those walls are 15 by 15 centimeters so make the cube the same and give it a height of 0.9 we start with this as a base height for normal windows then we can extend it up to the right attitude from the top here enable the snap tool and put it on vertices move the cube and snap it to this corner now from the top view make it on x-ray and switch the work window to edit mode inside edit mode make it on vertices selection to start extruding the cube i will select those set of vertices on the left side of the cube and with the shortcut e for extrude command we can extend a new part from the main cube along the x axis make sure to extrude the walls in each corner so that we can close the wall correctly once you reach a door to skip this area we will copy those four vertices and snap them to the opposite corner then we can continue with extrusion the process is repeated in each wall so i will comment when needed here in front of the balcony is a door so make sure to skip it once you reach a second wall like here switch to face selection and highlight the opposite faces then with the right mouse button hit bridge faces to connect them now as you see if you switch back to vertices all of them are welded correctly here on the corner we started with if we just extrude the last face to the one in front of it what you have now is vertices over each other's and sometimes you can fix this by welding the vertices directly to do that you select all the vertices in the area 8 in my case and you go to vertex merge vertices and hit merge by distance the thing is this method is not accurate sometimes like here it should delete 4 vertices but instead it removed only two to be fair this methods work most of the time but the bridge is more accurate so stick with it here i am selecting the vertices in front of each other then with the keyboard number three switch to face selection and bridge the faces now once you done with that switch to front view and select all the top faces then hold control and deselect the windows we will extend those selection two times first one to the door and windows top level which is 2.1 meters the second extend to the ceiling level and for me 2.7 meters so i hit e for extrude and pressed 1.2 for the height needed to cover the doors and the windows then another extrusion by zero point 6 meters to reach the ceiling level now what we need to do is connect the walls with bridge command and that's it for the walls we can now place a plane as a floor press shift a to add it then move it to one corner and extend it with vertices selection make sure the floor is under the walls now with control r we can add some cuts on the floor to remove the extra parts in the bottom area i added four loop cuts to mark the exterior walls here and deleted those three faces same way with the balcony add another plane and snap it to one of the balconies then inside edit mode use vertices selection to scale it on both axes until it fits the area after that select those four vertices and use shift d to copy the face to the next balcony in the last one here press r to rotate this face by 90 then snap it to one of those corners and scale it to fit i am also going to add a cube here and scale it down as a covering part around the balcony floor it will work as a base for the railing which we will finish later i made it 10 centimeters in height and used extrude command to extend it along the area needed and again repeat the process in the other balconies now to start adding doors and windows to the scene make a new collection we also need to open the add-on settings and enable both the archmesh and arch pack add-ons after that from add go to mesh and look for the arch pack tab in it you can find couple of elements that we can use let us start with the windows for the balcony we need a railing one so i will select this and it should add it on the cursor use g to move it on place the editing on it is quite simple use those white arrows to scale the window around until it fits the hole here on the right there's also an arch pack settings with those numbers you can add or delete parts from the object you're working on adjust the thickness or even change the window type experiment with it once you done with the first window go to top view and select it then make a copy with shift d to the other balcony to edit the new copy select the frame and in the arch pack settings hit manipulate to show the white arrows around the new window once you finished here make a new copy to the last balcony and edit it to fit the area needed when you done editing on any arch pack object hit manipulate again to hide those arrows and numbers around it we will add quite a number of elements on this scene so keep the view clean now for the kitchen window we will use the first type and as before use g to move it in place and play with the arrows until it fits the hole once you done with the kitchen make a copy of this window to the upper wall and fix it again to fit the new area we will leave the bathroom window for now i did make a model for it so we will add it later now for the doors go to arch pack and select or this last one on my screen is same as the third type but with different presets so don't mind it once you added the third type door it's the same as in editing the windows move it in place and scale it with the white arrows until it fits here in the door direction change the opening for the door to be the same as the drawing the offset value will slide the door along its frame and the depth will control the thickness on the door and the frame each on its presets so experiment with it and once you done with the first door select it and copy it to the next area needed here in the main door once you scale it to fit what you can do is play with the model value to add some bevel to it and in the bottom here you can see more presets to control that we can use those small changes in the door settings to make a difference between the main door the bathroom door and the other doors in the bathroom door and as before use the arrows to make it fit and once you done change the model type to make it look different from the others i will go with the third model and change the settings a bit until it looks fine so experiment with it once you done with the shape copy it to the other bathroom and let us finish with the doors now to add some lightings to the scene we are already on ev so switch to render view by holding the z key and with the right mouse button in this area split the work window vertically change the right side to shading editor and make it from here on world shading i will add an hdri sky to the scene and for that we need an environment texture from add go to texture and select the environment texture open it to add the hdri map i will upload the one i used but feel free to experiment with other ones just google free hdri sky and you can find many good ones once we connect it to the background node it should appear in the viewport in every settings enable ambient occlusion bloom and space refractions make the shadows on high bit depth and change the color look to any of the contrast options i did here add a new plane as a ground to the entire scene and move it down under the main floor we won't need the dxf collection anymore so hide it from the eye icon next up is the sun go to the add menu and place a sun in the scene use the shortcuts g and r to move and rotate the sun lamp once you done here go to the sun parameters and make the strength 5 on value after that let us add a glass material to the windows make the shading mode on object to see the nodes and enable use nodes if needed for this part of the tutorial i will use blender kit library to add some pre-made material if you don't have it on you need to open the add-on settings and look for the kit library you also need to visit the main site for a standard email registration won't take a minute to add material from this library first put it here on find material then either look for the glass manually through those categories in the bottom or just right in the search part the material name you need i will use this material right here just hold it and drag over the face you need like shown copy the every glass material to the other windows in any method you want what i did here is selecting all the remaining windows and link them to the first one with control l then choose material this way you can copy a material to multiple object fast and easy now to add the bathroom window we will import a model to the scene make a new collection as always then go to file append and look for the model file once you open it select the collection folder as shown and hit append here it is now from top view snap it to the bathroom wall and fix its place once you done select the wall and inside edit mode extrude this face up to close the hole copy this model now to the second bathroom and fix it with the same process this model and the arch pack elements are manageable for any animation you want to make in the bathroom door the glass should have its faces assigned but it seems not so to do that inside edit mode and with face selection highlight those faces on both sides of the door then extrude them to inside along normal and assign them to the glass material we already have then change it from the material slide to the same every glass we used in windows hit the number near the material name to separate it from the windows glass after that we can change the color to something blue and decrease the transparency value to make it more reflective this harsh blue color in the glasses from the h-d-r-i it showing because we don't have a ceiling yet now repeat the same process to add glass to the second bathroom windows before we finish this part let us add a material to the floor using the same blender library look for marble and as before click the material and drag it over the face needed the ground plane is intersecting with the floor so i need to lower it more on the z axis once you added the material to the floor change the right work window to uv editing as you see the marble texture is quite big so we need to scale it down select the floor and hit tab for edit mode then press a to select all after that in the uv editor select all and hit the s key to scale it around until it seems fit i did scale it up by 9 and for me it looks nice so i will leave it like that the bathroom floor should have a different material but first we need to add some cuts with control r to mark the bathroom area on the floor and assign the faces to a second material once you finished with the cuts in the material settings hit the plus button to add a new material and assign the highlighted faces to it the main floor is out of scale now hit the u key to unwrap it from view and scale it again to fit for the bathroom floor i will look for a tiled ceramic this one maybe and drag it over the face needed and as before scale it in the uv editor until it seems fit i did see a material that would look nice on the bathroom walls this one so let us add it first add a base material to the walls this should be the first in line and then inside edit mode highlight the bathroom faces and assign them to a new material now here to unwrap it it says the object as non-uniform scale which mean you need to apply scale on the mesh before unwrap it to do that go back to object mode and hit control a to apply scale here it is i think it looks fine so i will leave it like this next time we will continue with the interior lightings and furniture stay sharp guys goodbye you
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Channel: Architecture Topics
Views: 16,346
Rating: 4.9786477 out of 5
Keywords: 3dplan, 3dfloor, floorplan, 3d, blender, architecture, archviz, blenderarch
Id: 4TCTAuv15Gs
Channel Id: undefined
Length: 41min 49sec (2509 seconds)
Published: Sat May 29 2021
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