Making a Modern House in Blender | Blender 2.8 Architecture Tutorial | Cycles Render

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello and welcome to build on ideas Institute of designing and this is six and sunny the principal designer of built on ideas in this tutorial I am going to show you how to model and render out this image in blender 2.8 so I'll be using some software's like nano cat blender 2.8 and Jim to create this image first I will be doing the the plan and plan and the drawings in nano cad and then i'll be doing all the modeling and rendering in run a 2.8 and then re you doing the post-production but is the color Corrections and steps in Jim so let's look at what the plan is and then move forward in this tutorial if you see the interface of this software this is nano cat5 and this is a free software and this can be used for CAD lofting which is very much similar to the other cat rafting salt rice available in the market so I've created the plan in the software and I'm just opening that plan and this is the plan which I have created in nano can you can see the plan is pretty much similar to other cat software's workflow and then you you have the cat clawing in DWG format as well as DX of format you can open DWG format and save in DWG format as well as export it as theta DX F and import as DXF format in nano cad nano cat is completely free software and I look at plus and anakin Pro it's not free it is a paid version but the pay's version and OCAD which is from nano soft as free of cost and you can use it commercially this is one software which we use in our workflow for cat rafting currently and the other software which I am using is blender 2.8 and this is the latest release of blender foundation and that this is pretty much useful in architecture visualizations the previous versions of blender is not much useful in active civilization because of some drawbacks but the current version blender 2.8 is very much useful socialization and the tools which they have incorporated in blender 2.8 is very much useful for that and for architects interior designers and builders if you are interested in adding this nano care as well as blunt I knew what workflow it will be pretty much useful for you because it's free software blender 2.8 is and free and open source software and you don't have to pay anything for that it is commercially useful and you can use it for any commercial purpose now coming to the interface of blender 2.8 you have all the precision precision modeling is possible in this and you can give the dimensions and do the modeling as per your requirements for architectural visualization so it's very important to have the kind of precision modeling because if you want to create a building or an interior scene you have to have proportions basic proportions as well as the heights and other dimensions in place otherwise it's very difficult for you to visualize any architectural visualizations so blend 2.8 is very helpful and doing all this kind of architectural visualization and it is pretty similar to other software's available in the market for doing architects so visualization and the major thing is like this is also having rentenstein incorporated into this and there are two runner instance one as cycles as well as Eevee and the cycles based on retrace and Eevee is a real time for intervention that is the major advantage one of the major advantages in planta 2.8 so that we can visualize even the lighting and it gives the final entered feel of the visualization even when we are working so that's not available in other similar software's which are available in the market this viewport is a single viewport and this is the basic layout the default layout and this is having a cube in the center and then you have the camera and the lighting as a point light out here and then this is a single viewport by default you can customize this viewport by clicking on the plus symbol plus simple in the corner of this viewport and if you just move him can't drag then you get other reports like this so you can customize this it as per the requirement if you want to remove it just click here and then do it like this it goes out so just click here so you just click on here and then do it like this and then once again this is the single viewport so customization is very much possible which is not available in pretty much other softwares which are available in the market today now you can see an outline now which gives you all the groups the collections in this blender we call it collections in other softwares it's similar to the groups in our other softwares and this is a property panel you have all the properties of materials scenes the objects and all the other things other additional properties are given in in this tab which is available on the shortcut N and on the left side you have the tour bus which is a shortcut is T and then you could click T you have it and you can have the more rotate and scale and other features out here now on the top you can have the menu bar as well as some layouts these are the different layers which shows for different purposes like modeling sculpting movie editing texturing shading animation rendering and compositing so this layouts are being customized as per the requirements and then basically in architecture visualization you may be using basically three three or four of these customizations and the main one which we use in hard surface modeling is the layout and the modeling and then for the texturing part you use shading noir shading interface and then is a UV editing for you mapping and finally the for the rendering you use the rendering layout now coming to this layout we have this basic layout and this the cube as well as what you call or the lights and the camera so I'm going to delete this and then import the drawing from nano car now before importing into the nano card we have to make sure that the drawing which I have here this is basically drawn in the dimension and the units which we have used centimeters so if I use if I click units and then click on enter you can see that the unit's been specified out here as centimeters so this is been this drawing is created in centimeters make sure that you have you have specified the units in in the drawing prior to starting the drawing because otherwise it becomes difficult for you while importing Oh click OK and then make sure that you have the drawing in correct dimensions now coming to the plan we have this plan in two flows and then you have the total floor area of 2264 square feet out of which now for this 1256 quad feet first of all area is nine seven eight square feet the width of this building is eight forty centimeters and the height the length is one three nine zero centimeters and you have all the facilities as for the clients requirement there's a sit out living dining kitchen a bedroom with attached bathroom and a dressing room in the ground floor and the first flow you have a balcony upper living two bedrooms attached there is also a spacious stair area which is swollen this this plan now as per the brief he is we are required to give him a contemporary elevation and then we are going to build a contemporary elevation for this plan so shall we import this into blender and start modeling so I'm clicking say and then I'm going into blender and then file import so I'm importing import then when you come to blender and start importing you can see this AutoCAD EXO format which is scan during importer but the only thing is like when you start blender by default this is not available so what you do you have to find that basically when you click on edit preferences you can see there are lot of options out here in the add-ons blender actually work on a lot of advanced and then we have a lot of add-ons to be added to make blender function as per our requirements so for architects visualization we require certain add-ons like AutoCAD EXO format so just ID except you have this and then I have already ticked it if you take it then this option is available in this import so AutoCAD import now this dialog box comes in and then you have to import the file so while importing it is important to see that the units which we set out there is pretty much similar to what is in blender so when you click here you have to make sure that this is this is the unit scale you can see that the coordinates are assumed to be in meters so deviation from must be indicated here so if there is by default blender imports in meters so you have to convert this into centimeters so it is point zero one so this is a conversion point so that is hunter centimeters is one meter so we just cannot convert meters into centimeters and then we are importing that file so I'm coming to this tutorials motor and villa and then plan DXL I am importing that it is important but only thing is like it is not centered why this is not centered so when we come to nano currency the file is not centered this is moved out here so first thing we have to do is like we have to move this plan to the center of the ground low and keep it and save it so once you make the plan in the center of the view put in nano cut now in two volumes and then two tutorials importing the plan so plan is imported and what you do is like just select and make sure that I am just joining everything together exist to make sure that this is one set and I want to move this into another collection making sure that it is a new collection then you test both my flow plan and then I'm just molded so we have a better control on the flow plans now let's start let's save this file into our folder stating that address I've just saved us one dot blend and the folder and now we can start editing so when we start modeling we are the object mode we can and we are the layout so when we click on the tab you have you have the edit mode active so just how to start with a plain or when you start modeling we can either start with a plain just click on this go to the edit mode and then or did it all these vertices and then what you have left is just this vertex and you make sure that this snap is on and then the vertex is selected in that so you can just G is the shortcut to move this move around the objects in the viewport so move the vertex out here then click E to give the extrude so click e and then you have the snap button activated so that it snaps to the vertices now click e snap snap he snapped a snap snap now you have all the vertices in place now what you do is like click on three to go to the face mode and then click a and F so that what you have right now as the activated face so that you have all the face been selected right now I just hit on the shortcut more on so that you get a better idea on what I am clicking ok so now you just have a face out here and all the vertices are the place now what you do is like click on this face and then give I 4 in and then just move and click Tildy in the numpad and then you have the 20 wall thickness just click on this until it the face now you have the wall thickness in the place and then what you do is like click on it to select all and then click on e and then I am giving - 300 s already this is the height of the building of one flow and then I am repeating the same by clicking on the tab mode to go to the object mod and then I'm giving another plane I'm just moving at this side and I'm going to the edit mode I'm just clicking on one and then I'm just relating all the other fade vertices except for the one and then I'm just moving into here so you can see there are two vertices in the vision but this is the origin point and this is the vertex which we have to work on our positioned it in one corner and then I'm just giving the extrude button II and then I'm just snapping it to the vertices of one room just do the extrude and then you can see that when I did this when I put the last vertex near the first vertex it kept automatically weld out here this is possible only if you have this autumn i sticked this is not ticked by default when we ticket it has in this context menu and then it has been most automatically now what I do is like I click on a to select all the vortexes I collect have to fill it and then I go to the 3 click on 3 to set the face and then I for insert and then I'm doing 20 the value and then I'm deleting this face face and then I'm selecting between a and then extrude - 300 so we have two walls being set now what I'm going to do is later I'm just hiding all these two walls by clicking on edge it hides and then we start with windows so we have to remove and create some holes for the windows so how do we do that so what we do is like we again start adding some planes out here and then just move it to the place and then for the item if you come here you can make it as 150 and this 150 okay when we click on the tab what happened is like I just went into the edit mode so now it's in the edit mode now we just select we just go to the object mode and just click on the sensor and just you see to grab it and again zy2 move it in the y-direction I kept it there now I'm going to move say if I'm clicking shift D to duplicate it and then I'm just moving C and index direction I'm just moving it by clicking on the control so that we can have a control on that again shift D and then I'm just moving and just gy2 character position likewise I'm just placing all all the windows in the position now all the windows and the toes are in place just how to extrude it so I am just clicking all the windows selecting all the windows assuming that all these windows are going to be 150 in size height so all the windows are selected and then I'm just taking on tap so that it's in this it's possible to do multiple editing like multi locks can be selected at a time and then do the editing then then we do the extrude by click on e and then we give 150 so we know all these are 150 now and then click on the tab and then just you see said and then 60 you have all the windows positioned at the 60 height so that the positions in the lintel level okay so all the windows and those are in place so we're upon t will do next s just unhide unhide what has been hidden so I just click on all Ed's in the object mode I click on out or alter or tense to unhide everything now you how to do a boolean so to do the pool in our what I'm going to do was like I'm just hiding this flow plan right now because we don't require that anymore and just select it like this okay so that's join together and I'm joining this as well okay so all that is also selected and controlled see so now all the windows on the ground floor windows and those on the ground floor and the first floor are joined together so now what you do is let's select the ground floor of war and then go to the modifier tab and then click on the boolean click on the boolean and then select with this selector object select o click on Thurs and then sell it let's beam boolean now keep on up life you applied the boil let this someplace similarly do this for the phosphor also are the modifier boolean and then pick the joint with those tools and then you apply and then to notice click on this grab it to the position then extrude I'm just leaving the set out it is a pretty because I have to give us a bit detailing out there you know click on click on a F and then let's fire ok so we have the base ready now what is required as base for this set out that term sociability we again bring in one and mesh plane and then to this position now this time what I'm doing is like I just grabbed this deposition and Here I am just coming into this position and then in the tree I'm just selecting this an extra day - photograph so that's the base again here also we need the same thing clicking on the search edit 1 2 and then Z in the y-direction I'm just moving it to make it is go slow okay now what we do is that we need beam out here as well as here so what we do is like again I'm just going to create a plane and then I'm just driving it happening it to this position I'm gonna keep on the top I'm just selecting as grabbing it to this position selecting this grab and then this position so it's just grab and you have it it's a smooth and extrude this face to here and then click on here extrude again extrude select here extrude so you have this three sides now just select three and then click on a and explode 90 so you have this in position and now well you have to move this the set direction and it should be going to two one zero similarly we have to cut this as well so that is in position now or X is ready no I want to for one more similar kind of beam out here I'll just take a copy of that and dish move it so they study it's all the same dimensions so I'm just using that now what I have to do is learn how to position this on top of this just more at the top first and then just click on some and then just position it as a little tricky in blunder 20.8 because it just grabs and snaps in the first position first nearest position and if you want to snap this one out here it was difficult as I show you if I want to grab this and position it here it's not possible so that's why I added it another way that's just well to the backside and if this now so this is it and now your structure is ready so once the structure is ready now you have to have designs and models and the windows in place so I'll do one window and then I'll just place all the other windows and then I'll just move forward I just select this and shift it's to hide the rest of it and then I'm just going to add a window out here so I'll just add a plain Lane and then just change the dimensions of that one 50/50 and then just grab it to the position rotate and the x-direction and then just grab it to the position now click on tab to go to the edit mode go to three and then select insert six six centimeters you can see that six of them centimeters here now click on P to separate this plane from the others and then I just click on this and then from this and then click on six centimeters now I just want to make sure that there's a sliding window so it's just how to take this edge for that time so click - and then G in the x-direction I just keep it in the center almost in the center and then what you do is like directly and then click insert and then say seven centimeters and then just again P to make it a glass and then just select this at a and then two centimeters now select this just a slight extrusion is required just a minute thickness and then select this in this and then shift D numbah kudos I just want to make sure that go to the x-ray mode and enter the vertex mode and then select please just grab it and just move it like this and then my throw that at this one behind the other okay similarly you do all the windows and the doors and then keep it is ready so this is how the windows and doors are made and then you have to queue all the materials I will queue the materials all together I am going to have two fins out here and here this will be a normal pillow and these two will be having no no fillers and then let's see how the design moves forward here also I'm going to have some wooden is padding on this portion and then glass and raised so let's go forward before that I just finish off the parapet part of it so I'll just do the parapet for that I'll just select this and this and then you shift said stop it has been hidden and then I will just use something else called single vortex single vortex is available only if you add on an extra mesh to those edit preferences and then you just here you have to type extra so you have these two options in this add mesh extra objects you have this single vertex available so all these things which I did can be done using this add mesh single vertex instead of giving that plain so that's confusing a little bit that's why I did a plane and then you have this and then you just how to do exclusions so that is done you just have to click on a F and then just insert insert will be is a 15 centimeters just select three and then this face and delete it faces and then select one second a and then export to ninety ninety now at as parapet is ready all its this the rest of it now you have to have a fin out here and then for that I'm just adding a single vertex add single vertex just grab it here get one you have it and then extrude extrude extrude extrude and then just click on three a and F and then extrude you have the friend ready and the pill not ready but I just wanted to make it as a fin so I'm just sorry I just grabbed outside select this grab it to y-direction 60 centimeter so it should be minus 60 as it is in this direction and then I'm taking it down I'm just moving it crab in it set Direction minus 45 and then I'll just want to take this fin like this so I'll just select this and grab it to this position so we grab it sick position to this so that it has snapping no extrude you have a segment here I'm just giving 30 and then one more X to 60 and then I am just selecting this face then extrude so you can either go in this way then snap it yeah so you have it okay then you have to have a copy of this on to this position it's a soup T and X direction and then snap it you have it and then just go to the edit mode and I'm just moving this to C and in the Y direction and it's nothing it so it is there so you can see there's a fin out there there are two friends and then I'm giving this one to be not below so again I'm going to object mode much single vertex a single vertex grab it to this position that's it I'm just giving a break in between and then just positioning it at this position right click and they would have just I'm just going like this and I just want to extrude this face so I'm just using this extrusion instead of this I'm taking this and just moving outside like that okay you see this property is out here offset even so that all differs if I'm if you can see I'm just putting dot to move it like this to highlight this position it is on the numpad the dot so if I if it's not even it's having some other dimension and offset even to have all the sides equal I don't want this much just one two three centimeters that's it now what it was like just go to grab this and just move it in the y-direction as minus 60 of the fill ready now set this face and then extrude this position can be centimeters and then one more extrude this position is 60 and then it's Road extrude yes okay now I'll go over the sunshades I'll keep all the sunshades ready now I'm giving some pal collars out here so you can see that there should be some method to do the purple last there are two methods the one is an array a third one is a repeat mode method I'm going for the array method in this tutorial so I'll just keep one plane out here okay maybe it cube and then I'm just dragging it yeah then just adjust the I to dimension to say 20 centimeters and then this this can be for to this can be 32 just scrap it okay now I need some Paco las from here to here and that can be adjusted in the array modifier just go to there and income array and then you have the position like this so you're just five five units apart of maybe three or it's a party and then you have the numbers okay so you have the purple is ready so once you do this if you have the array active just see this is one single item if you want to increase the depth of this you increase one and then everything goes along with that see when you go to the edit mode or if this guy selected you can select any other just select only this portion and and if you just grab this in one direction everything else comes along with that that's how the RAS and then our house is getting I realize getting shape now I need some more Sun sheets I'll have some more Sun sheets out here why what I think is like for this one I'll have a feeling kind of a thing so what I'll do is that I'll just add a single waters once again had a single vortex yeah just like this now I have all this you know I just take the edges then give my next food in y direction minus 60 now this is just a plane I just want to have a thickness for this what I do is I just and a solid if I modify and then outside even thickness this will be 20 centimeters minus 20 centimeters just grab it from the set direction and then I don't want us to stay here smoke the supports - yeah she said I just moved here okay now when I do all day you have an instance with the X direction and then we want to repeat this just how to shift so that you have instances of these things out here fine it looks nice know just how to finish a top I am just giving four holes inside here I just - to bring this cause of 3d cursor here what I do is that shift right-click it comes here then if you add a plane it comes in this position so now it's quite easy like I just have to kill 25 and 25 and then and then in X Direction 90 you have it here and then what you do is like I'm just popping in a hole inside just go to the edit mode 1 2 3 and then extrude and then just grab it inside again I'm going to do shift D because I have to go in this X direction I just placed it and then I'm going to shift and put the power 4 volts let's just turn this direction and then I'm going to make it a whole yeah the bullet is from this so if you want a pole in two times one is this is bülent now if you want to do a boolean here what to do is like a copy of this remove that and then again apply and apply and remove this now we will kill one border or so on top of it and that's the modeling part and then we'll finish off the landscape as well and then we will continue with our excerpts so select this go to the edit mode and then just select the top portion of it and then go to give an extrude extrude say transcending meters and then again select all the faces outside and then use this explode click here and to the outside and offset even just 10 centimeters so the modeling of the villa is almost Oh now we'll do slight landscaping as well and then complete the project by giving the materials aldose light a small landscaping for this and before that I have to go through the steps for this so how do we do the steps now I'll just add a plane and then I'll just grab it here I just select this face and extraordinary to 15 centimeters and then ctrl R and then in this direction I just click and ksk and then this face should be selected and then again one on explode into centimeters now you just have to have the know seen this one and this one and I just click ctrl Z to make it one piece and then and more I just said at the top portion and I just do an extra three centimeters and then I just need only this portion and this portion this quotient x-23 submitters size as well I'm trying different doing this extrude we can notice now I'll just give my landscaping I'll just give a fencing on this side and then give some landscaping grass and please so I just started q and just trying it here see X said minus 45 and then the should be dirty crap yeah extra quantity grass out here as well as here and then they turn out here so we are just placing a plain take this vertex and then I click what is increase the number for this is this is how it is and then you do an extrude three face and then explode to ten centimeters then what it was like we was just insert it into once again extrude it to seven centimeters so you have it give shifty and then you want to matter of it so control and gives the murder and then just in x-direction you have it no there's something missing we don't have a camera we have a camera in position just collect this I want to see this end like this so what I do is I just add a camera camera is in position I'm in the in the viewport but it is not a position just how to position it in the right way almost like this and then just click ctrl all zero and then you have a position that's how it is done and then what it was like when you go to the view we now read off the camera and then I just review as required so this has to be something like this the stick on control and drag the most that know what I'll do is like I'll just fill in the top portion and then just finish it off well it's just add the glass also glass handle as well and then we'll just complete the bottom part with that what I do is like I just blame and then I just grab it then what I do is like control R divide escape and then and then say given up just how much almost should be the baby this will be one and this could be five okay now what I do is just select all these faces and control like isn't it so yeah in what and then I did the face till it faces so there's the cap and again no okay extra say one centimeter now I have the glass ready I just have to have one line home to walk this out and still don't so I just take one of these edges and then i duplicate see direction theta P and then I separate it notice were cut still descent and in X production I just it's not that I convert it convert I just convert this into and curve from the mesh now you have the curve properties out here and then this water dose that's it let's do the lighting for this so I'm just going to do an exterior day lighting for that I'm just going to add a light just go to the lights and then Sun will give a Sun and then we just made it even if it is in this position or this position just start to see the angle in which the sunlight is falling there are stuff it will be taken care of by the Sun now I am just shifting from the viewport shading mode into the body called the looked up mode which will give you some output of texture so I'm just having a sunlight and then into the rendering mode you can see the shadows falling so when you when you see this you can't really understand how it works in this so I'm just going to increase the the shadow I mean the strength of the Sun to ten it gives a nice daylight view I'm just going to add an HDR I into this I'm just shifting into the shading workspace and then I'm just going into shifting from object mode to the world mode and then under shift a and then just add environment texture then then what you do is like open and then find an SDR I so I'm going to kind of anything sky open and then I'm going to link this to background color now if you go to the render mode you can see what is going to happen and gives a real-time rendering now and now we are and this is the cycles render mode render engine I've selected I cycles okay now it's rendered so the HDR is on so first I'll give the glass material and then I'll go into the Dukedom mode until I give the materials and they'll do it won't come into that so just cue last material for that I'm just couldn't mass psdf and then the roughness select this and then okay now I've given a steel material as well as the glass material okay in the render mode I will just give some changes and just make it as 128 and just of it that maximum but like paths max and bosses can be a plateau to diffuse glossy for and rest of it may be like that just leave it like that and then if you come to the caustics just remove this reflective and refractive caustics because that doesn't really work on this so after that you just come to the dimensions and then [Music] you can just if you aren't just going to save it as a jpg and then the quality has to be hundred and the image if you come down you have to click take this denoising so that it doesn't have any noise let's finish off the other materials and then come back so what I'll do is like I'll just select one and then you material and then make it very white to assign the same material to other materials other objects just select all materials which are which need to be white just need to be similar to the one whose I have selected and just click on the last one which is assigned as the material which we need select that ctrl L and then just give materials all that is selected is shifted into that material so that is done and now I just select this also this one as well I'm not sure if this control l and there are materials that almost become white so if this this and canthus control and the materials I just want all these as a white material and and we'll just go forward now I'll just give green material for this one I'll just make it a grain and I'll apply for this one naked years now I don't want and expect to LA for this roughness come before so in this case also okay now coming to a wooden material I'll just select that and quickly assign a material so I just go to the shading mode and then convert this and I change from this to the object mode and then you just how to open a material I just go to the textures collection and I just go to the wood materials then I'll just select one of those materials which is similar to a panel so just select this I just drag it in and then we just connect the color to the base color you have the wood materials applied I'm just going to make this look so this is the material and then what I'll do is like I just make this spot all this set up all this and I'll go to you in but I think said and then I'll just make it look down okay we let them and then selected all these faces and I'm just going to you gain a smart TV smartly with projection smokey a project okay okay you have all these segments been selected you can see it updated out here and just how to select all these and then just drag so you get this and then you have all these patches award that I just how to scale it in X Direction just scale it in X direction so that you can our those patches okay so no you have it is create a copy of this over here and then I just open that Jim here's well the role of Jim concerned now you can you can create this how to do a tea saturation besides wait and then we'll do some brightness X portion basically this becomes the pump so I'll just do some levels as well okay I say this is sport and then just make it this that's what now if you go to blender and then go to the sharing mode and then go to the west leg just copy shift D and then you can't ship a you go to and then just we'll just take it like this drag it into that and open now it is that you applied it to the height and then you just apply this in normal you see the power that is the strength that you better respect okay the roughness values so what you can see the phone okay now repeat the same on this as well I just select that select this ctrl L and then just materials we have the same material back here now coming to Windows let's see what can be done on the windows so I'll just select that and I'll go to the shading mode again not require any material so what we do is like go to materials and then applying you so we have this and then what we do is like materials once again I apply some wood on that okay I'm going to use this book I'm just driving it and then you just drag it to the base color you have to use the specular and then slightly there's the roughness go to the edit mode and select this part and then again you just give a small to be project give okay and then you have all these selected just the scale slightly do this just make it and scale in X so I just give you smart in your project you should have all those coming in yeah so let's just scale it but it is creating x-direction now it looks very similar thing has to be done with this and this so just select all that and then this one and then control materials now just select these okay just let all this and select this nitrate a week smart project okay and as I've told that scared it grab it Square Enix okay now this you can be glass so I just selected those two and I flip this and control and so just select this and then write it UV smart you posit once again the cookie is here you just have to select it and scale it to get that and strain in X direction yeah so almost all the materials are done I just came along material function making it out here and then landscape I just select this material this object and then I'll cue reflecting material okay and then I'll just click here and then go to T and then expose that it's in this I have some tax collection so I'll just give a simple one I can't with this go to fight time and then I just don't know baseball laughs nice to be reduced and you can see there is some Russian laughing just select all these faces I click smartly project take okay and then you have just do something like this that's right so like this again come to this community here shading and you just selected enough maybe answer it this one and then just have it until the paste and unexpected alright only one gosh it's just pure softness and then again what do you know select the main phases I'd like a small TV project gives the smart way so that's ready now I've given almost all the materials which is required for the house I have to give the interiors but before that I will just give some materials to the landscape so I am going to keep this one slightly grey column and then the row spectral out goes down roughness goes up and in this I'm going to brass material which is the time being and just using and material okay and then I'm just going to apply this class here reverse and then I'm just applying the base color and so like this see okay no it's not wrong now what I do is like I said like this edit and this I just give a smarty deposit okay and I'm doing that I just select and scale it so that it looks like a little brass okay now it's almost done just select this and you want more material go the shading there in tiles and then select some real time okay just select this one having a bomb goes wrong so just select that one scientist and then I applied in the base color I'll keep it here shift a bomb and then call out the height strength slightly less to the north okay but you're not done that so just select the space like a smart movie project and then select okay and just get the goods there's over to us now you can see the rendered who view of this and then later on you to render after placing though the landscape trees NT or what you call the plants and all that stuff it takes a while but once it does yes so this is how it is now if you see the sky and this value is not matching I'll just lower it slightly and then I'll just see we will use notes and then if I go to the shading and see this and then and then you have something called blackbody and then you have the temperature you see ya just forecast 500 you see if it's possible to see so it's slightly not you know you can say that it is a slight even more fine okay no I just add add some trees into this and then I'm going to use append as well as link to use the landscaping they've already given the material I'd like to give some a realistic grass into this so I'll just use some mesh so just how to append when you're using a blender files we just either use link or append and some other files like AutoCAD drawing or something like that we use import and export so append and then I'm just going to select one of the grass material grass mesh have created in blender grass too and then go to the collection of that and then select the grass and then if you open from library you have that here and if you want to see that this is the pit us and then what I'm going to do is that I'm going to create a particle system select this and then what it was go to the particle system give a plus simple this springs in I have I'm going to make it a hair material and then I'm just going to produce it one centimeter so that just gives a realistic way of seeing it now what I'm going to do is like go to the advanced mode and then go to the render and select instead of the fourth on this collection and in the collection just select grass to let's not come out so it's just you don't centimeters you can see some slight glasses coming out you came out yeah just scare some fifty for the time being you can see it very well may be hundred yeah so this is the cross now go to the rotation and then click rotation global X yeah it stands up and then just make what they call the children and the children and that make it interpolated so you can see it very well the grass is very much inside and what you have to do is like reduce the number from Towson to say 500 what if see here is only 10% of what is up call didn't actually come out so this is small than enough to see and then what I do is like finish it up so this is ready and I'll add some plants and trees into this so that I'll be linking I'll be linking the place into this so okay I'm taking the trees trees and plants trees okay trees centered and from that you have the collection certain 311 and then it's going to come out but all these issues that is missing the materials this is rectified before that the place on the trees require I was just coffee all day and then just y-direction tax deduction and another day maybe status found out and now it's not deep water to us let go to the camera view okay okay so the layout system you have the grass as well you know just how to put some interiors and then we'll finish it off so in order to put some interior do this I have to just bring some plates just like that and then give a mighty little bit just a little you know I'll put an omission shaded out here and put the car into this so I have a strength the emission that F go up under it and then let's wait for the random that's funny I just make this junket for $5.00 and see if I have to update my 40 so this is the real time and an Eevee you can see when I shifted from cycles to Evie this is a lot more smooth off and then you can walk on it if you want to increase the scale of it just slightly just yeah I think that we're fine I'm just slightly increase that's one to three thousand six hundred and okay I'll just go to cycles and then write this 256 that's required so it's ready for the final output and then we'll have a fire rental ready so we'll render it in no time and then just see ours and the final output I have take another solution of 3600 pixels per 2,400 pixels which is the print ratio of an a3 sized paper so let us call a printing situation I have taken this solution and then I've taken the output so let's see the run report and then save it and let's finalize it and this tutorial so let that happen by that time let's let's see what can be what all are the scope of blender 2.8 when a 2.8 helped us to do all the kind of architect so visualization including exterior and interior unders and also it helps us to do some walkthrough animations even though it takes some time in walk through animations it is possible in blender but when you consider all the other blender and software's auro-3d designing software vendor has gone a long way and it is almost among the number one in the professional standards which can be used for architecture visualization so let's see that this tutorial will help you and just find out what is what is possible in your workflow and then try to incorporate this tutorial as well as blender 2.8 in your workflow also known at nano CAD is one of the free software's which can be used instead of other CAD software this is free of cost so blender 2.8 and then up can't these to our software's which can be used free of course on it and blunder is an open-source software as well as what it called it is under the GPL license that is central public license and you don't have to pay anything for that and it is completely free for free of cost now the software which we use as jimp which is also at the under GPL license and it is free of cost and it can be used in for photo Corrections correcting the exposures and color management so that can be also used in your workflow instead of some paid software's so this will largely improve your profit as well because you don't have to pay heavy amounts for the software's and you can use all these free software's to get professional level output for your partner so visualizations now coming to the post-production part of this image let's have a look at how we can do some improvements on the image which we ordered out just now so this is a basic output which we have called so I think there is some lack of exposure in that just increased slightly if you give the flatlands mainly it gives little more improvements so this is basically some kind of if you go to the course also we can increase the top part and give some depth to it that also can't be done so this is the software which is which can be used for color Corrections and improvements image improvements so we use inbuilt own ideas we use this chimp software which is also a free open-source software that can be used for color Corrections it is pretty similar to the kind of image editing software switch which is our ever in the market today so I'm just exporting it as a jpg itself you can see the there are two images in this right now one is color corrected one and the other one is the rendered image so this was slightly down and the car the lighting was slightly less and then we have imploded corner there was quite an improvement on the image after doing the car correction so use this tutorial hope this tutorial was really helpful for you try to use this try to understand how I used different things and then utilize it in your projects as well all the best
Info
Channel: BUILDON IDEAS Design Institute
Views: 68,680
Rating: undefined out of 5
Keywords: Blender 2.8, Architectural Visualization, House in Blender, Archiviz in Blender 2.8, free and open source softwares, free softwares, House modeling in Blender 2.8, Creating a Modern Villa In Blender 2.8, house tutorials, blender tutorials, villa in blender, blender tutorial, archiviz in blender, Architectural designing in blender, Blender Eevee, Buildon Ideas Institute, Blender Architecture Tutorials, blender house modeling, modeling a house in blender
Id: wDmDA7Q1gK4
Channel Id: undefined
Length: 81min 20sec (4880 seconds)
Published: Sat Sep 14 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.