Location
and nature of the project
Project location:
Quartiere Le Fornaci - Pistoia, Italy
Interstudio
was recently involved in a project commissioned by A.T.E.R. (Azienda
Territoriale per l' Edilizia Residenziale di Pistoia), a local
public entity responsible for the design and improvement of public,
low-income housing. The project, developed by A.T.E.R.'s Technical
Office in 1998, entailed the upgrade of three different building
complexes in the same city quarter.
Some of the
upgrades will be extensive, including restructuring, the addition
of elevator shafts, thermal insulation, and the application of
protective siding, others will instead be less complex and involve
changing only the window fixtures and painting.
Interstudio's
task was to take the city developer's plans and create 3D models
of the buildings, then render them as they will look in their
finished upgraded state.

Starting
materials
We began with
a set of plans, sections, and elevations given to us by the city
and several rolls of photos that we took of the buildings and
their context.
LEFT: a photo
of one of the high-rise apartment buildings and surrounding low-rise
structures.
BELOW: the
rendered Domus.Cad models from the same view point.

Creating
the
3D models
From the measurements
given in the plans and elevations, we created 3D models of the
buildings using Interstudio's interactive design program Domus.Cad.
Since the object was to see how the buildings will look on the
outside, there was no need to model the interiors - exterior
walls, fixtures, and other elements that would be seen only from
the outside were sufficient.
As the materials
were basically the same in all the buildings, we created a common
materials palette. One Domus.Cad material (color) was used for
drawing plain concrete slabs, another for stucco walls, another
for the alluminum window frames, another for glass, and so on.
This was to make rendering the models easier when we later tranfered
them to Artlantis.
We did the
same for several of the window and door frame elements, creating
a common set of Domus.Cad objects using our common palette of
materials. This reduced work time as we each then did not have
to create the objects individually. Plus, they were guaranteed
to all be the same size and of the same exact material.
LEFT: one of the window
frame objects, created in Domus.Cad and rendered in Artlantis
using a photo for the background.
Many of the
buildings were simple high rise or typical "cookie cutter"
structures, making it easy to duplicate the different floors
of a building on the different Domus.Cad layers once a typical
floor was drawn. In cases where the "before" and "after"
situations were very different (for example when the buildings
were to be resurfaced completely with protective siding) the
buildings current state was drawn on one set of layers and the
buildings future state was drawn on another set of layers. Separate
layers were also used for contextural elements where applicable.
By keeping
the QD3D window open as we worked we could watch the models change
with the plan in real time. The ability to design in plan and
3D space simultaneously is Domus.Cad's most important and advantageous
characteristic. Each addition or modification made in plan is
immediately reflected in the 3D window.
We could move around
the model using the arrow or number keys (just like in video
games), observing it from eye level as the buildings' users will,
or at various heights and distances.
LEFT: a screen
shot - working on "the triangle" with the QuickDraw
3D window open and the Interactive option activated so we could
view the changes in real time.
Eventually, curved
drain pipes, railings and other smaller elements that might be
more difficult to model in Domus.Cad were modeled in Zoom Light,
then imported to Domus.Cad as a 3D objects.
LEFT: "the
triangle" as rendered in Artlantis.
Rendering
the models
When the modeling
phase in Domus.Cad was complete, we saved the models in DXF 3D
format and imported them to Artlantis, where we then rendered
them according to the asthetic guidelines specified by the city's
project architects.
We chose the
appropriate materials and colors from the Artlantis shader catalog
and from then on it was simply a matter of drag and drop. All
we had to do was drag the Artlantis shader we chose for each
element to the corresponding element on the model.
Left: one of the high-rise
apartment buildings as it will look with the new siding.
The ability
to change and render images so quickly was a definite advantage
as our clients were able to see in rapid succession all the various
possibilities for color and materials in the proper context.
Creating
Photo Montages
Part of the
rendering process included creating photo montages - that is,
superimposing the rendered models on photos to give the images
the properly scaled background and context. In Artlantis we were
able to recreate the exact view points from which the original
photos were taken. Then, using the shadows in the photos as a
guide, we were even able to recreate the proper sun and light
conditions so that when the rendering was inserted into its photo
context it looked as natural as possible.
When all the details
were just right, the rendered Artlantis images were saved and
imported along with the scanned photo images to Photoshop, where
one was simply superimposed on the other to create the final
montage.
LEFT: a photo
montage completed in Photoshop.
One of these
montages used a photo of the upgraded quarter taken from the
city center several miles away. Even at great distances we were
still able to similate the original view point.
LEFT: the three main
buildings seen from a rooftop in the city center.
Each view in
Artlantis was saved separately so if necessary it would be easier
to go back and change or modify the rendering. The views were
then printed and mounted for presentation.
|