Started off by cadding the Weberhaus floor plan in Autocad. The Weberhaus has 2 floors, so it is compulsory cad both floors and not just one floor in order to get a more realistic 3D outcome, not only that, save time. Make sure to separate layer for each and every object or component of the house in order to ease of extruding. Another important thing to know is that to separate layers for different walls. This is important as I at first did not separate thus I can't move the 1s floor above the ground floor when I finish extruding everything.
After cadding the floors and making sure every components is in their layer already, I import them into the Autodesk 3dsMax. At first I couldn't import them due to the cad file is in 2013 version and the Max program I used is the 2012 version. So, ensure to save the cad file lower version or the same version of Autodesk 3dsMax using.
Simply click on the line and the layer of the selected line will be described on the right box. Go to modifier and then select extrude. Under extrude, type in the amount of height . As for this house, the height of the wall is 3m, and so I type in 3000mm to extrude.
I assign different component with different colour to ease the job of to know which is which material, like for my timber wall I assign them brown colour, glass wall white colour and so on. After extruding, now to to do the window part. For the curtain wall of the Weberhaus, I click on the wall and then select Editable Poly, then select polygon and click the front and the back of the wall and select Inset. Adjusting to the perfect length of inset, now I get the frame.
The Weberhause has 2 stuffs going on 1 side of the wall which is one being just a piece of glass(the wide one) and another is a glass window which can be opened and has frame. I used box command for this. To do the frame part, I used inset. I came across a problem of using inset, which is it did not cover entirely of the frame and has a hollow gap. I can't cap it as it will cap the part I inset-ed it. To solve the problem, I used box and cover them.
After the exterior part has been done, I moved on doing the interior part of the Weberhaus. Well although Project 2A is about the exterior of the building selected, but the Weberhaus has these HUGE glass-can be seen through it in a whole facade. Since a glass is a transparent material, it is for sure to be able to see what's behind them and so, I did the interior object which can be seen through from the glass to give a more realistic feel. Picture shown above where I am doing the fireplace of the Weberhaus.
From another side of the of the house, through the glass, dining area can be seen. So I constructed dining table and chair. A simple one I must say.
After everything has been done, now to assign materials. Click on the material editor and click on the standard and select Arch & Design.
Beside the colour there's one small square box. Click it and select Bitmap. Select the desired material.
After the desired material has been selected, apply it onto the surface .
When the material is applied onto the surface, it did not look realistic at all. It's either too large, or not on the correct spot. For these problem, I use UVW Map.
Finally, it look more realistic. By adjusting it to the perfect value, it gives to surface look realistic. Changing the mapping, length, width, height and the U, V, and W tile value helps adjust the material to the desired.
For some part of the the surface such as glass, there is no need to insert bitmap. Just change the standard to Arch & Design and under template, select "Glass- thin geometry" and apply it to the surface.
In a building there is certainly has quite a number of material. Assign different material in different sphere as shown in the pic. Do not use the same sphere to change to another material as the material that has been applied onto the surface will change together as well.
Applying material in the interior part of the Weberhaus.
I know this is not the right way to to fridge. But to save time and since project 2A is about exterior and the fridge can only be seen in a minor way, I just download the elevation of a fridge from the web and then aply it. Somehow it look good though, but it is quite flat...
After the materials has been applied, now I can move the 1st floor and place on top of the ground floor.
Doing the exterior part of the Weberhaus. This is something I include myself. It is not in the real Weberhaus design.
Did the railing and platform. Assign materials onto it.
Doing a cup again? Nope. I'm doing the exterior light for the Weberhaus by applying the knowledge I've learnt from the making a cup tutorial. Basically create a cylinder, select surface, inset, and then extrude.
By just doing one light, I duplicate it a few by using instance since it's the same for everything.
Now the landscape part. I create two huge width and a thin height using box to serve as a ground and another is the waterscape. I want the Weberhaus to be located in a midst of the forest and next to a river or sea. So I include trees. For the trees, under create, click geometry. Under standard primitive, click it and select AEC Extended. Under that, click Foliage and list of trees are available for choice. The variety of trees provide are not many so if it's not the tree wanted, download it from the web.
For one of the view, I want it to be a night view. So, I include light. Since I've place exterior lamp onto the Weberhaus, I place omni light in them and also inside the the Weberhaus. Adjusting the intensity of omni light to 50000.
Placing omni light in the Weberhaus to give life to the building.
Since I want the Weberhaus next to a riverbank or sea, I want some rock or stone element. So I create rocks place them along the Weberhaus and the sea. I create rock by first creating a sphere and then to modifier and select displace. Under displace in the image section, click "none" box under map and select noise.Adjust the shape of the sphere by changing the value input of the strength under parameters. Next, turbo smooth it. Of course I did not create millions of rock. I just duplicate it using instance and rotate them in different direction to give the rock feel.
After everything is done, now to render. Since I want a night view, I want my background to have a dark evening sky. I downloaded the desired sky. Under rendering, click on environment or can just press "8" on keyboard. Under environment map, click "none" box and select bitmap and choose the desired pic. Now when I render, the disired background appears.
There's several factors concern when rendering. Light, sun position and the building position. I place the sun to fit the image I wanted and reduces the intensity since I want a night kind of view. Next, I position and adjust the view of the building. There's a lot of try and error and adjustment in order to get the right and perfect view and feel.
Next, I want another view which is more of a morning kind of view where the sun just rise about 9am and overlooking the sea. So I choose the background of a morning sky from the web and apply it in the environment. Next, I adjust the sun to correct position so that I could get shadows and have the feel of the sun rose. Then I adjust the view of the Weberhaus overlooking to the sea.
There's a lot of try and error too. After getting it right, by making sure the eye level, building is compose vertically straight, the shadow casted and the context. In rendering setup, I adjusted the FG precision, and change the output size, width 1000, and height 750.
The preview of the overall of the Weberhaus and it's context.





























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