I’m attempting to do an architectural house concept, well it’s really just to have a nice render at the end so I can test out grass and vegetation. I figured I’d document the process as I go since it’s my first architectural exterior using Blender. Here’s the basic design at the moment.
take a look at buildings of Zaha Hadid. it will give some good inspiration to the forms you just made.
Ah yes, I saw her on a documentary once, she’s amazing.
Hi djwaterman!
The generated coordinate stretches the x, y and z size of a texture depending on the actual dimensions of the object on which it is applied. You can play with xyz scale values, but if you want your texture size to be equal in all directions then use the “Object” coordinate for the vector input. You’ll have to add an regular mesh (a cube works the best) on a separate invisible layer and check it with the picker from the bottom input window in the texture coordinate tab. Remember that the cube will be the texture input generator apart from whatever you do with your house. So if you are planning to animate your houses rotation, scale or location you have to parent the cube to the house.
There are also two issues with the upper loggia in the “S” shaped part of the building.
First its roof is too low. Look at the real human you’ve placed on the 1st floor. If someone would like to go to the edge of the building to enjoy some sunlight he would probably smash his head on the ceiling. Second - I don’t know if there is a highly durable and strong concrete or other construction material to keep the suspended roof in place, but it would be much safer to support it with a piece of a wall or a few pillars.
And what is your lighting setting for this scene? It is really noisy and it’s annoying. Instead of HDRI use simplified light scheme for proof renders - i.e one color for the background and one sun lamp or an area lamp that is big enough. You’ll get a nice result with only few samples.