Architecture Visualisation is one of the most difficult thing I have encountered while studying Art and Design. But at the same time, I think it is one of the most beautiful and highly potential field in terms of expressing and communicating one's personal ideas and thoughts to other people.
Attracted by the immense possibility of Architecture Visualisation, I started to create Architecture scene as well with my beloved 3D software, Blender. First I thought it will be simple - I thought I will be able to create amazing architectural scenes which were in my head, straight away onto my canvas. It was exciting. I couldn't wait to see the end result. However I realised that this excitement started to evaporate exponentially as soon as I clicked the object in my blender scene. It was - I didn't expect this - immensely difficult.
I never knew creating a scene which is completely yours and yet able to fool someone that this scene is not fake - but real - to be difficult. It was (and still is) extremely difficult. I realised that there were so many mistakes and things to consider (especially textures and lighting) to create a realistic scene. As a result, my confidence dropped exponentially along with all the excitements and enthusiastic emotions.
However, I could not give up yet. I felt something in my mind that this was the next curve that I have to jump onto to improve my 3D modelling and visualisation skills. Hence I kept going on, I was in no position to give up. Also I saw I could do so much more if I achieve the skills for Architecture visualisation. It was something worth going for.
I decided to find something easy for my Architecture scene since I realised I need to first create few easy interior/ exterior scenes before I do any advanced scenes. Hence I was surfing in the internet and came across the Edgeland House - The structure was pretty simple and not that difficult to model (I thought). Hence I decided to do this house. I thought it was a good start.
Edgeland House / Bercy Chen Studio
The Original Work by Bercy Chen Studio could be found here.
Part 1. Modeling
The modelling was one of the easiest(?) yet bit tedious task that I had to go through when creating this scene. However, I had no difficulties creating the scene since most of the structures were regular shapes, hence I was able to create the structure without much problem.
But one thing I realised was that it takes a long time in order to create an architecture scene - it was different, very different from creating a blender work that I did so far. It was much more large in scale; modelings took the longest time to create.
I also realised that I tried to create the scene extremely fast - as if I was in a hurry or something. This was crucial mistake that I was making. I realized that I was racing with imaginary artists in my head, hence when I produce my work late, I am losing. This lead me to lose out the details of creating the scene since what was important for me at then was creating and printing out the final piece as soon as possible.
Now I knew the problem, it was time to fix it. I decided to take more time modeling and creating the general scene and the foundation for my 3D scene. It was difficult at start as I had an urge to start doing the scene very fast, without putting more thoughts, missing out the details. However I tried my best to look back again and constantly reminding myself that I am in no competition creating this scene, and I should not compare myself to other artists. This worked, I think. When I saw my half- completed 3D modelling piece, the scene was not bad looking at all (in terms of modelling). It was a moment to realize that all those small details matters. It was a good lesson.
Part 2. Texture and Lighting
Texture and Lighting - The two most fundamental elements in Architectural Visualization. This part was the part where I struggled the most yet the part I did enjoy the most.
I realized that in order to create something realistic, you need to know how to apply textures to an object properly. I personally do not know the perfect method to apply texture to an object. Even if I did add an texture, it felt unreal. I always became fascinated by people who applied more than 2 textures to an object, processing them in a manner so that not only controlling the way it looks, but the displacement, and the realistic reflections and the shadows, with total freedom. This was what I had to do next.
Also I realised that I need to work and study more on how to apply different shaders to create the necessary effect applied to the scene. Shaders are one of the most powerful tools which allowed me to easily visualize how the textures and compositing of an blender scene is rendered at the moment. If I were to study more in depth and fully understanding what each nodes could do, this will be my game changer.
Part 3. Post-Production
This process is the most awaited process for me since this was the process that I could actually see the ending and actually be excited about how good the scene looks.
The post-production was mainly (purely) done with Photoshop for this work, and one interesting thing that I did there was that I applied all of the vegetation which surrounds the architecture all with photoshop. The reason was that I realised that I am not yet skilful at adding vegetation to my scene yet. It looked rubbish when I did it. Hence for this scene I decide to apply during the post-production stage. Hopefully I will be able to add some decent vegetation during the 3D modelling process for my future works.
The process was not that difficult than I expected as I saw numerous videos from YouTube on how to create an Architecture Scene with Photoshop. With the help of the internet, I did my best to create as naturally looking scene as possible.
The process was hard. I didn't expect to be easy and it was true. Architecture Visualisation takes a large amount of time and effort in order to create the scene which looks decent and realistic.
What I am satisfied here is that I was able to learn quite a lot of things from this study: the importance of studying textures and lighting, ability to take more time for the details in the scene, et cetera. For next work, I hope to see more improvement on creating an Architecture scene, bringing my skills to next curve.