One building in Paris

Year: 2024

A tiny step towards my dream of becoming a master of architecture visualization one day.

Committed to this small Blender kata in hopes to finish it within a week, but spent almost a month (with coffee breaks, distractions and periods of apathy, of course).

This kind of low poly building is surely not suitable for close-ups, but it’s perfect as part of a mid-range shot, or as a scene background filler. Also, if being a part of a game level, it fits well in places a player will never be able to reach or even come closer.

Investing that kind of effort makes sense only when a model of the exact building is needed (for instance, when using a photo of a real building as a reference). If a random filler is enough, there are quicker ways to achieve it:

  • Make use of a building generator (there is a handful of different available, not free of charge however)
  • Generate a frontal view of a building using AI tools and then convert it to a model using loop cuts and extrusion.

This was modeled after a real building by the way, located somewhere in Paris. The flowers were taken from BlenderKit, kudos.

Learned this time

  1. Procedural dirt using Ambient Occlusion
  2. Loop cuts, thousands of them
  3. UV unwrapping vs projection
  4. Texture baking skills improvements

Tutorials used

  1. How To Make Buildings in Blender | Part 4 - Texturing

Images