Blender 3D Architecture, Buildings, and Scenery

Blender 3D Architecture, Buildings, and Scenery
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Table of Contents
Sample Chapters
  • Turn your architectural plans into a model
  • Study modeling, materials, textures, and light basics in Blender
  • Create photo-realistic images in detail
  • Create realistic virtual tours of buildings and scenes

Book Details

Language : English
Paperback : 332 pages [ 235mm x 191mm ]
Release Date : May 2008
ISBN : 1847193676
ISBN 13 : 9781847193674
Author(s) : Allan Brito
Topics and Technologies : All Books, Blender, Other, Open Source, Web Graphics & Video

Table of Contents

Chapter 1: Introduction to Blender and Architectural Visualization
Chapter 2: Blender 3D: Quick Start
Chapter 3: Modeling
Chapter 4: Modeling for Architecture
Chapter 5: Modeling Details
Chapter 6: Modeling Furniture
Chapter 7: Materials
Chapter 8: Textures
Chapter 9: UV Mapping
Chapter 10: Light Basics
Chapter 11: Radiosity and Ambient Occlusion
Chapter 12: Global Illumination with YafRay
Chapter 13: Animation for Architectural Visualization
Chapter 14: Post-Production with GIMP
  • Chapter 2: Blender 3D: Quick Start
    • Interface
    • Windows and Menus
      • Multiple Windows
      • Merge Windows
      • Header
        • Add and Remove a Header
      • Active Window
    • Keyboard Shortcuts
    • 3D Visualization
    • Selecting Objects
      • Selecting by Name
      • Renaming Objects
    • 3D Cursor
      • Cursor Snap
    • Modes
    • Creating Objects
      • Duplicating Objects
    • Transforming Objects
    • Cameras
    • Render Basics
      • Render Preview
    • Summary
  • Chapter 3: Modeling
    • Types of Objects
    • Mesh Primitives
    • Mesh Editing
      • Transformations
      • Transforming with Precision
      • Loop Subdivide
      • Knife Tool
      • Selecting Loops
      • New Edges and Faces
      • Merge
      • Removing Double Vertices
    • Extrude
      • Extrude with Vertex
      • Extrude with Edges
      • Extrude with Faces
      • Constraining the Extrude
      • Modeling Example
    • Modifiers
      • Subsurf Modifier
        • Smoothing Faces
      • Array Modifier
      • Array Example
      • Boolean Modifier
      • Mirror Modifier
    • Groups
      • How to Create a Group
    • Proportional Editing
    • Summary
  • Chapter 4: Modeling for Architecture
    • Architectural Modeling
      • Modeling by Proportions
    • Planning Is the Key to Success
    • Precision Modeling
      • Edge Length
      • Transforming with Precision
    • Layers
    • Modeling in Practice
      • Walls
      • Rounded Corners
      • Symmetry
      • Openings
      • Floors and Lining
        • Modeling Using the Walls
        • Modeling with Separated Objects
    • Starting From a CAD Drawing
      • Preparing the DXF Files
      • Importing DXF files
    • Summary
  • Chapter 6: Modeling Furniture
    • Create Models or Use a Library?
    • How to Get Started?
      • Appending Models
      • Importing Models
    • Modeling a Chair
    • Modeling a Sofa
    • Summary
  • Chapter 7: Materials
    • Creating and Organizing Materials
    • Material Color
      • Gradient Colors
    • Shaders
      • Diffuse
      • Specular
    • Ray Tracing
      • Creating Glass
        • Simple Glass
      • Mirrors and Reflections
      • Ray-traced Shadows
    • Wireframe Materials
    • Self-illumination
    • Summary
  • Chapter 8: Textures
    • Procedural Textures vs. Bitmap Textures
    • Texture Library
    • Applying Textures
    • Mapping
    • Normal Map
    • UV Mapping
      • Unwrapping Scripts
    • Summary
  • Chapter 9: UV Mapping
    • What is UV Mapping?
      • Why UV Mapping?
      • What Makes a Good Seam?
    • Unfold the Model
      • Editing the Unfolded Model
      • Export the Unfolded Mesh
    • Unwrapping Scripts
    • Summary
  • Chapter 10: Light Basics
    • Lamps
      • Energy
      • Distance
      • Color
      • Controlling Light
      • Hemi
      • Sun
      • Lamp
      • Area
      • Spot
        • Volumetric Shadows
    • Soft Shadows
    • Lighting Exercise
    • Summary
  • Chapter 12: Global Illumination with YafRay
    • Installing YafRay
    • Blender and YafRay
    • YafRay Setup
    • YafRay GI Setup
      • SkyDome
        • Lighting with SkyDome
      • Full
        • Interior Light with the Full Method
    • YafRay Materials
    • YafRay Lights
    • Summary
  • Chapter 13: Animation for Architectural Visualization
    • Animation
      • Planning the Animation
        • Animatic
    • Animation and Frames
    • Keyframes
      • Creating Keyframes
    • Timeline
    • Managing Keyframes
    • IPO Curves
      • Editing the Curves
    • Using Curves
    • Animating a Camera
      • Adding a Target
    • Rendering Animation
    • Video Sequence Editor
      • Editing Video Files
      • Preview the Video
      • Effects
      • Meta Strip
      • Exporting the Video from the Sequencer
    • Interactive Animation
      • Logic Bricks
        • Sensors
        • Controllers
        • Actuators
    • Walkthrough
      • Export Walkthrough
    • Summary
  • Chapter 14: Post-Production with GIMP
    • GIMP Interface
    • Selection Tools
      • Selecting Regular Shapes
      • Selecting by Color
    • Color Adjustment
      • Color Balance
      • Hue and Saturation
      • Color Level
    • Layers
      • Create a New Layer
      • Create a New Layer from a Selection
      • Adding a Background Image
    • Fixing Errors
    • Watermark
    • Summary

Allan Brito

Allan Brito is a Brazilian architect, specialized in information visualization, who lives and works in Recife, Brazil. He works with Blender 3D to produce animations and still images, for visualization and instructional material. Besides his work with Blender as an artist, he also has wide experience in teaching and researching about 3D modeling, animation, and multimedia.

He is an active member of the community of Blender users, writing about Blender 3D and its development for websites in Brazilian Portuguese ( ) and English ( and

To know more about the author, visit the website, where he covers the use of Blender and other tools for architectural visualization.

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Submit Errata

Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


- 9 submitted: last submission 18 Oct 2013

Errata type: Typo | Page number: 9

Second Last line "Lost of pictures" should read "Lots of pictures"


Errata type: Typo | Page number: 19

'tree Headers' should be "three headers"


Errata type: Typo | Page number: 20

line 12 'When you left-click' should be "When you right-click"


Errata type: Typo | Page number: 21

line 7: 'hat adjust' should be "that adjusts"


Errata type: Others | Page number: 52

"When the faces are selected, simply..." should be: "When the vertices are selected, simply..."


Errata type: Typo | Page number: 57

at chapter "Extrude the Edges" "...will be displayed is if we have... should be "...will be displayed is, if we have...


Errata type: Typo | Page number: 162

It should be 'File' not "Fle"


Errata type: Typo | Page number: 163

It should be 'Few of the' not 'few the'


Errata type: Typo | Page number: 172

It should be 'use' not "uses"


Sample chapters

You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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What you will learn from this book

  • Build detailed and realistic models of buildings, furniture, and landscapes
  • Create interior views of rooms and offices and exterior views of buildings, landscapes, and courtyards
  • Produce video tours of the buildings and environments you create
  • Export  simple versions of your models for use in games and interactive environments
  • Export still images and use the GIMP to give them a final polish
  • Use natural and artificial light sources to illuminate your scenes in a realistic way
  • Apply textures to building surfaces to produce more detailed and realistic scenes
  • Add humans and other ‘props’ to your scenes to increase their realism
  • Develop a library of textures, materials, objects that you can use over and over again
  • Use the YafRay raytracer to create astonishingly realistic, photo quality images
  • How to import materials between scenes
  • Create interactive animations

In Detail

This book will show you how to create realistic architectural models in Blender. Blender is an open-source 3D animation program released as free software. It can be used for modeling, texturing, skinning, animating, and so on. It runs on all the important operating systems (including Windows, Mac, and Linux).

You can create natural scenery, landscapes, plants, various weather conditions, environmental factors, building materials such as wood, metal, brick, and more. You will also learn how to add people to different scenes as well as other objects to an already existing photograph or a video making it easier to increase its realism.

You will see how to use the final models to create simpler scenes for use in 3D games, where real-time rendering is necessary. You will also see how to use them to create the sets for animated movies.

This book is about creating realistic models of building exteriors and interiors, and surrounding environment and scenery.


The book consists of a lot of exciting examples, which are shaped using the various features of Blender. It consists of step-by-step instructions leading you to realistic models of buildings, landscapes, and more. A collection of amazing screenshots will add up excitement to your learning experience. You can build realistic 3D models that can be used while creating different animation projects.

The printed version of the book is in black and white, but a full color version of the images is available for download here. The eBook version, available from Packt, is in full color.

Who this book is for

This book is for architects, game designers, artists, or movie makers who want to create realistic buildings, interiors, and scenery using Blender 3D, a free, open-source graphics tool. This book is not a general introduction to Blender, but focuses on developing expertise on the architectural aspects of the tool. Readers need not have prior knowledge of Blender.

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