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Architectural visualisation Residential pool house. Cologne Hahnwald.
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Architectural visualisation Residential pool house. Cologne Hahnwald.

by Nighttsshade on 15 May 2023 for Rookie Awards 2023

Exploration of different software/ methods and analyse the process and results for the development of the architectural visualisation project. This will be a description of the steps taken and explanation the final composition and what issues may have developed along the way.

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Architectural visualisation

Residential pool house. Cologne Hahnwald.

Introduction, Location, Modelling, Texturing, Lighting, 3D interior decoration, SketchUp, perspective and light match, Rendering and Compositing

Introduction

Main Architect featuring the development of the building/ project is Corneille Uedingslohmann

Overall Yves Corneille and Peter Uedingslohmann designed the building, which was then constructed by Occhio, Valser Quarzit, Air-Lux and Lauster Steinbau and finished creation in 2016.

Architects

Both Yves Corneille, Peter Uedingslohmann who worked on the chosen building are founders to a website/ company called “Corneille Uedingslohmann Architekten”.

Main Architect featuring the development of the building is Corneille Uedingslohmann

Overall Yves Corneille and Peter Uedingslohmann designed the building, which was then constructed by Occhio, Valser Quarzit, Air-Lux and Lauster Steinbau and finished creation in 2016.

mood boards for idea generation

These images were chosen to help make up my mind about the type of scenerary and aethetics.

Originally the building was to take on a more gloomy, forest appearance 

AutoCAD linework

Starting off AutoCAD was used to recreate the floor plan layout of the building shown above, this would be used at the base to build up with once imported to 3dsma once the linework was complete, Dimensions were taken from the original floor plans to use on elevations later on to scale the walls of the building. 

There was one point in the building stage where the floor plans got a little confusing due to the fact, they did not fit on each other in any proper way, after taking another view into the floor plans and overlaying them. realising that there was a slanted plate in between. The buildings floors are not properly stacked upon each other, they have a purposeful offset that lets the top floor and its plate overhang on certain sides compared to the ground floor.

The floor plans were imported into 3ds max and based off those the model was built up. The model was then imported into SketchUp, shown in figure 0.8 below where various shots were taken of each side and a scenery. In SketchUp, the scene was populated with trees and people before adding shade to fill in the space.

Texturing

When texturing the building an added a bitmap of the original buildings texture and then took the PNG into photoshop where the bump map for the brick on the model was created to make the house look less bland and flat which it had done before.

Interior fill

Arch models were used to find furniture for the house, once everything was imported, a problem surfaced, each model had an offset pivot point, preventing the object from being rotated properly, doing so would cause all the individual pieces to scatter, this issue was solved by just attaching all the objects to one so they would not accidently get separated/ left behind when dragged into scene.

Perspective and lighting/ light match/ Rendering

For the lighting of the building, various photometric target spotlights were used to make the interior light up, just enough to define the insides of the building and still look natural, then a few on the outside of the building to add shadow when rendering. This turned out a lot better than the previous lights which had been unknowingly deleted earlier in development.

After that had been completed, for 3dsmax a forest themed background image was appointed, which had been perspective matched to fit the house, the use perspective match and the previous house from the background aided in positioning the building to rough scale.

The image all together was then rendered in 3dsmax using Vray 5, the background then separated from the building its background in 3ds max to bring into photoshop.

After, the final render was dragged into photoshop where the image and building where given more detail and visual effects by changing the contrast and overlays.

The adjustments I had made to the render/ scene compositing.

The first action within photoshop was grass, using the stamp tool to imitate the surrounding grass, and covering up the front of the building to create a more natural feel and look like its set in the ground, building was given a bit more shading to better blend in and look a little worn to match its circumstances.

The image was then cleaned further by fixing one of the railings that had blurred during the render so it wasn’t so out of place and giving the large front windows some reflection using a cut from the surrounding trees which were fixed on and lowered in opacity to give off the illusion, building overlay was changed to appear less green like it had been due to the surrounding vegetation and shadow was added to the grass on the right side of the building opposite to where the light was casting its gaze by using one of the messy brushes in photoshop.

these images above shows off what the building looked like before it was cleaned up in photoshop.

a day and night render cycle were also created once the main scene was completed in photoshop, this would have been explored this option further with lighting if time were more flexible.

Reflection

The waters reflection was showing the previous buildings reflection. Even though both building where white it still didn’t quite match up to the current building, because of this, the method chosen to fix this was to duplicate the house an flip is horizontally so it appeared upside down, once positioned onto the wate, the opacity was lowered and overlay was applied to take the affect of the water, from there the steps to make the building look rippled in the water were; filter, distort, ripple and wave. These steps helped to ensure that the reflection wasn’t just lain flat on the render. The erase tool on low opacity helped to make sure the image did not clip onto the grass and rocks around the water

final image

References/ credit

https://www.archdaily.com/803995/residential-house-cologne-hahnwald-corneille-uedingslohmann-architekten/5886a251e58ece5091000150-residential-house-cologne-hahnwald-corneille-uedingslohmann-architekten-upper-floor?next_project=no

https://www.cue-architekten.de/projekt/wohnhaus-koeln-hahnwald/?from=architektur&kategorie=architektur

Architects’ website

https://architizer.com/firms/corneille-uedingslohmann-architekten/

The image reference.

https://blenderartists.org/t/villa-near-the-river/1222086


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