We would like to present you the architectural visualizations that we had the opportunity to prepare in recent weeks for 4K development. The visualisation
package contained only shots from the outside, our task was to show the investment full of greenery, attractive in terms of architecture.
As we know from our previous article this is a key thing when it comes to selling an investment, a person needs to feel that by spending their
savings they will feel as comfortable as possible there. It is rather an investment where people buy flats for ownership, so it is very
important to show the common parts and gardens in the best possible way.As we know from our previous article this is a key thing when it
comes to selling an investment, a person needs to feel that by spending their savings they will feel as comfortable as possible there. It is rather
an investment where people buy flats for ownership, so it is very important to show the common parts and gardens in the best possible way.
Having estimated the costs and the time needed to make the cannon, we proceeded with the modelling. Usually we model on Cad bases,
but we also happen to use pdfs or jpgs, of course it is best to get a ready-made model from revit, but there are some disadvantages to this.
If the architects don’t know the program well, then we have twice as much work tiring with its corrections. I have many friends
in graphic offices who get sick working with Revit models, I must admit that I am a happy man because our customers always
provide us with models of the highest level.maybe once or twice we’ve received terrible crap, but in most cases these are really good
quality models.The modelling of an object starts with setting up the viewport, at particular positions, and setting the parameters to cm if
we are modelling a building.
The modelling of an object starts with setting the viewport to particular positions, and setting the parameters to cm, if we are modelling
a building, we usually do this using the unit – meter.
When working on raster backgrounds, it is very important to set the texture display
to a high value, about 4000 pixels, to make it easier to recognise the projection and accurately model the object. In our studio we have several
files where different sets of layers are stored, opening such a file, we overwrite it and then sort everything by name, of course, if there
is enough time, the work of graphic designers often does not look like what we see in tutorials, where everything is neatly sorted, the work
of a graphic designer requires creativity, changes all the time. Our brain is constantly fighting for the best possible transfer of our imagination
on the monitor, who has ever seen a painter’s studio where all the brushes, paints are in perfect order 😀
We started modelling by erecting the external walls of the ground floor together with the first floor. This was followed by the roof and ceilings.
Each of the houses has been copied with the command – instance, this will save our time with further changes, if any. The next stage was to
insert the windows, we have in our library many types of windows, from tilt-openable through terrace windows, most of the models that we
import into our scenes is first checked by us and in case of problems optimized where errors and excess geometry are removed.
Finally, we are left with applying the detail to our object, from the parapets to the gutters, and the snow catching elements with the roof tiles.
When we have all this done we can move on to modelling our terrain, in this case we were dealing with sloping terrain, it is very important to
keep an eye on the slope we have on the architects’ base, changing these things in the next stages is very time consuming. The architects often
seem to forget about this when asking us for corrections in the price. For safety reasons the ground grid is as simple as possible, if there are not
many places where the grass is very short and the breaks will be visible then we leave the ground as it is, if necessary we compact the grid.
In the next stage we focus on putting the whole scene together. Once everything is on the right layers, we start to connect the terrain to our
buildings by adding details at the end, such as curbs, sewer manholes and street lighting. When it comes to kerbs, sometimes just a spline
with a good texture on it may be enough, but if you have a camera very close by, it is better to use a 3d model here, e.g. from megaskans.
Finally, check everything on the grey model to see if there are any holes between the planes and if everything can be textured.
This stage does not take too long, if we notice something, it is rather cosmetic and does not take much time. If everything is properly
modeled we move on to setting up the first views of our visualizations. How and where we set up the camera depends on our client’s
preferences, but we always try to add something from our side and advise the client. It is in our interest to create the best possible
visualisation because we can also advertise with it on social media.t on social media.
We usually take about 3 shots for each one proposed by the client, such a system of work allows us to choose the right one very quickly
and go to the next stage. Stopping for a longer time at the stage of selecting shots results in a lack of energy and motivation for further
work, and let’s be honest, setting the light and textures is the most fun. As you can see we have not modelled the grass here, of course
sometimes we take sample shots already with grass applied, but this is not always necessary. It’s all about speed and pre-selecting the
light angle. Grass casts practically no shadows, it does not affect the rest of the objects, it is an unnecessary thing at this stage, and as
we know it can slow down the work. Always remember that when modelling what has already been designed by the architects, you have
to do it accurately so that you don’t have to correct it in subsequent stages. However, when it comes to landscaping, greenery, bushes,
don’t try to make them ready and spend a lot of time at this stage. When you start applying textures, everything may change and suddenly
it will no longer tell you what you have been doing for the last few days. Give yourself the opportunity to change quickly in the next stages.
Let’s say that we have completed this stage related to setting up the shots. Now we can get on with the texturing of our scene. Here I have
a piece of advice to collect textures and materials from the beginning of your adventure with visualization, it will allow you to do it faster
in your future projects. We have in our office a huge amount of libraries, which we have collected for several years.
Texturing is one of the popular techniques used in computer graphics. It allows various surface details of spatial objects to be represented
using mathematical functions, also known as procedural textures. This can also be done using bitmap images, known as textures.
Texture mapping explains how to relate function values, or pixels, to the surface of the object under consideration. The texturing process
allows various parameters of the generated image to be determined, including its colour, degree of reflection, scattering of light, its refractive
index, or its transparency. It is worth noting that bitmap textures in most cases relate to images of the surface of real objects, such as a fabric,
a wall or a board. Procedural textures, on the other hand, are software generated patterns. Chessboards or clouds are good examples of this.
Importantly, textures can exist in one, two and three-dimensional form. At this stage it’s really fun, sometimes everything we agreed
beforehand changes and gets refined. As your experience grows, you’ll know that what you’ve done before will look good, but if you’re a
beginner, don’t be discouraged by having to suddenly change everything. This is a normal process and things will get easier as we go along.
It is only at this stage that we can really see what our building looks like, how the textures are visible in what lighting, only here we can
choose the right light and get with it a realistic look of our visualization. I hope that in this article we have explained a little bit about the
process of creating visualisations, of course everyone has their own style of work and it is difficult to impose the right one on everyone.