House Modelling

Hollicombe test render front

Hollicombe test render front

Hollicombe 3DS Max viewport

Hollicombe 3DS Max viewport

Hollicombe test render left

Hollicombe test render left

Hollicombe test render back

Hollicombe test render back

Hollicombe test render right

Hollicombe test render right

Seacombe test render front

Seacombe test render front

Seacombe 3DS Max viewport

Seacombe 3DS Max viewport

Seacombe test render left

Seacombe test render left

Seacombe test render right

Seacombe test render right

Seacombe test render back

Seacombe test render back

Shackleton test render front

Shackleton test render front

Shackleton 3DS Max viewport

Shackleton 3DS Max viewport

Shackleton test render left

Shackleton test render left

Shackleton test render back

Shackleton test render back

Shackleton test render right

Shackleton test render right

Stonehaven & Blyth test render front

Stonehaven & Blyth test render front

Stonehaven & Blyth 3DS Max viewport

Stonehaven & Blyth 3DS Max viewport

Stonehaven & Blyth test render left

Stonehaven & Blyth test render left

Stonehaven & Blyth test render back

Stonehaven & Blyth test render back

Stonehaven & Blyth test render right

Stonehaven & Blyth test render right

Whalley test render front

Whalley test render front

Whalley test render left

Whalley test render left

Whalley test render back

Whalley test render back

Whalley test render right

Whalley test render right

House Modelling

Here are some examples of exterior house modelling that I did during my time at AIM. Like the previous projects shown, these houses were modelled within 3DS Max and mostly using splines from 2D CAD drawings. These houses once modelled and textured (all done by me) were then passed on to be put into scenes of planned development sites (also modelled from 2D CAD plans) to show what the areas will look like. These houses were also later on converted into GLBs so that clients could have a close up look of each house plot individually.

These renders were made for quality checking and to show clients, so they could sign them off before they were both converted to GLBs and imported into the scenes that they were modelled for.