Ðóñ Eng Cn Translate this page:
Please select your language to translate the article


You can just close the window to don't translate
Library
Your profile

Back to contents

Urban Studies
Reference:

Features and capañities of non-traditional programs for architectural modeling and visualization on the example of the game "MINECRAFT"

Tseluiko Dmitrii Sergeevich

Senior Lecturer, Department of Architecture and Urban Studies, Pacific State University

680000, Russia, Khabarovskii krai, g. Khabarovsk, ul. Tikhookeanskaya, 136, kab. 506

Dima123117@gmail.com
Shnaider Gleb Igorevich

Student, Department of Architecture and Urban Studies, Pacific State University

680000, Russia, Khabarovskii krai, g. Khabarovsk, ul. Tikhookeanskaya, 136, kab. 506

Referal.martirosyan@gmail.com

DOI:

10.7256/2310-8673.2022.3.38367

EDN:

PZQYAO

Received:

01-07-2022


Published:

10-07-2022


Abstract: This article is devoted to the analysis of the modeling process and visualization capabilities in the Minecraft game, as well as comparing the result with architectural visualization in the Archicad program. The process of creating a three-dimensional model is described using the main stages: site preparation, drawing creation, model design and visualization. Each of the stages has its own characteristics within the game environment. The article points out the negative sides of Minecraft: limited detail and unrealistic visualization. The advantages of the program are also described: the ease of operation and intuitiveness of the menu, the ability to quickly model complex shapes, the game gives minimal concepts about working with materials, the environment and the scene for visualization. The main advantage is the ability to develop three-dimensional thinking within the game environment. The world of the architectural industry is undergoing great changes, this is expressed both in unusual forms and materials of buildings, and in design programs. Each of which has its own characteristics and tools, due to which it facilitates the creation of a certain category of volumes. This makes it possible to develop a certain style trend, an example of this is the Rhinoceros program with the Grasshopper plugin, which allows you to easily create and modify complex objects. But in addition to complex programs with many functions, there are also simple ones that are more entertainment than a serious tool, but can interest the user and direct him to the path of the future architect. One of the most popular games of this type is Minecraft. It is familiar to every student and schoolboy, for a reason, because the creative potential of this game is almost inexhaustible.


Keywords:

architecture, designing, modeling, visualization, render, architectural programs, Minecraft, Archicad, modifications, environment

This article is automatically translated. You can find original text of the article here.

 

 

Introduction

The world of the architectural industry is undergoing great changes, this is expressed both in unusual forms and materials of buildings, and in design programs. Each of which has its own characteristics and tools, due to which it facilitates the creation of a certain category of volumes. This makes it possible to develop a certain style trend, an example of this is the Rhinoceros program with the Grasshopper plugin, which allows you to easily create and modify complex objects.

But in addition to complex programs with many functions, there are also simple ones that are more entertainment than a serious tool, but can interest the user and direct him to the path of the future architect. One of the most popular games of this type is Minecraft. It is familiar to every student and schoolboy, for a reason, because the creative potential of this game is almost inexhaustible. But how is it related to architectural design and design?

The game is a cubic world consisting of blocks of various materials. The conditional size of each block is taken as 1m3, and a flat surface consisting of blocks is a 1x1 m grid to which other blocks are bound. The modeling process takes place on the principle of drawing a plan from blocks on a plane and then erecting walls, which is similar to the classical modeling approach in programs. The rendering (visualization) process is different from the "architectural" one, there are no classic tools in the game to adjust the parameters of light, effects and picture quality. Visualization is carried out during the game and does not require special settings. To create a frame, you need to take a regular screenshot. Fast visualization is carried out by a video chip on a video card or processor. Shaders (textures) for rendering require a large amount of computer resources, but you can configure it for any computer, lowering the resolution of textures and reducing the drawing distance.

But cubes alone are not enough for full–fledged modeling, the game provides for the possibility of absolutely any modification by "mods" - third-party add-on programs that have almost everything you need for creativity or for a variety of games. It is possible to add furniture, flora, fauna, new block materials, etc. which allows you to create a more "lively" environment.

Who might need a game as a replacement for modeling and rendering programs? Firstly, children and teenagers who are just beginning to reveal their creative potential. In order not to learn programs that are difficult for them, which can scare them away, you can let them express themselves in architecture through a game with a more intuitive interface. Secondly, absolutely all students of architects and designers, including professionals with experience to create a sketch project, because it is much easier for this game to model an abstract idea without going into the details of the form.

Creating a model

As part of the study, the process of creating a model was studied, the analogue of which was a project carried out in the Archicad program. The simulation stages in the game will not be fundamentally different from the design in the program. Minecraft should be positioned as a platform with a simplified interface and a smaller set of tools, which makes the work easier in part.

The first stage is the definition of the development area and its preparation (Fig. 1). At this stage, it is necessary to determine the territory according to the following criteria:

1. Suitable terrain. In some situations, it can be neglected, since the relief can be edited manually, but without certain modifications it can take a long time, which is unacceptable for rapid sketch modeling.

2. Aesthetically attractive environment. It can be recreated by yourself, which will not require as much time as for a relief, since it can be edited within the view frame. Without doing extra work.

 Ñêðèíøîò 21-12-2020 150903

     Fig. 1. Open world in the game Fig. 2. The process of foundation creation

3. The criterion of building height relative to clouds is important. The sky is generated automatically and its height cannot be changed. If the building is located close to the sky, then clouds can completely block the structure.

4. Orientation relative to the cardinal directions. It is important to consider how the sun will illuminate the structure at sunrise and sunset. This will determine the layout of the premises inside the building according to the insolation and the final view frames.

In the case of the project under consideration, the site at the top of the hill was leveled.

 Ñêðèíøîò 21-12-2020 170301

    Fig. 3. The construction of walls.                       Rice. 4. Creating ceilings and roofs.

The second stage is drawing the plan (Fig. 2). For more convenient editing of the plan, it is necessary to position the camera at a comfortable height (visual coverage of the construction site) and point it down. After that, you need to decide on the block from which the conditional drawing will consist. Using a ready-made in-game grid, we determine the pitch of the load-bearing elements. In the projected building, the pitch of the columns is 6 blocks. Having decided on the composition of the premises and the layout, we create a substrate for the walls (plan).

The third stage is the construction of walls and the development of the form.The concrete material was chosen for the model. We raise the first floor relative to the plan. Window and door openings can be created by destroying the blocks necessary for this after the construction of the wall. It is worth blocking the floor with "half blocks" – this will give another half meter of ceiling for the first floor. The material for the floor is also the material of the floors. With the help of modifications, it is possible to achieve a more realistic pie of the floor (Fig. 3).

Ñêðèíøîò 21-12-2020 172020 

     Fig. 5. The finished model of the building.                                 Rice. 6. View frame.

The fourth stage is the completion of the "box" at home.At this stage, a roof is being created. Depending on its shape, the set of blocks may vary. In the study, a modification was used that allows you to adjust the slope of the "half-blocks". At this stage, additional elements of the structure are created, such as canopies, terraces, chimneys, etc. (Fig. 4).

The fifth stage is detailing. Allows you to more fully reveal the original idea of the project, filling it with small architectural elements and forms. Glazing, decoration, selection of materials for surfaces and the addition of entourage and staffage. All this will improve the view frames and make the construction complete.

Fig. 7. View from the window.

For the qualitative development of the interior idea, modifications are required that add furniture, partitions and appliances (Fig. 7).

 JaFsSdRII9s

                Fig. 8. Night view.                           Fig. 9. A model made in Archicad

Thus, the model was made not so much detailed and high-quality as easily constructed and transmitting volume. After all the stages are completed, it becomes much easier to implement it in professional programs, for example, in Archicad. Since after creating a model in Minecraft, the user has an idea about the shape and size of the building, which is very important for undergraduates. Having created an axial grid, it is possible to easily build a model, freely editing with the right tools. Also, some stages of modeling in Minecraft can be used in the architectural presentation, as an addition to the view frame.

Conclusion

The use of game elements in the architectural industry is not something new. Designers use a variety of modeling and visualization principles originally created by gaming companies. One of the striking examples is visualization using the Unreal Engine game engine. Many models of the environment that are in the public domain have been borrowed from games. But architecture also has its own reverse effect, requesting more realistic visualizations and simple tools for creating complex shapes. The interconnection of these "worlds" is much stronger than it may seem at first glance. And one of the points of contact is the Minecraft game. Created primarily for entertainment purposes, it has won many fans around the world. However, the use of this tool is possible both for education and for the development of creative skills, presenting it in a playful way.

The modeling process shown in the article demonstrates both the disadvantages of the game in the architectural sphere, in the form of difficult detailing and the creation of small objects, the lack of primitives of objects and families, as well as unrealistic visualization, which is important in the work of an architect. However, these same factors are also advantages for a novice designer, because of the simplicity of the tools and the intuitiveness of the menu, the game is more understandable and accessible. The "visual" features of the game can attract children who from an early age will develop their spatial thinking, the importance of the material, the settings of the scene and the environment in the render.

For architects and designers, this game will become an assistant in the generation of projects that can be used at an early stage of design, and for younger audiences it will become an assistant in the implementation of abstract ideas, which will form their idea of the stages of creating a project in a lightweight form.

 

 

 

 
References
1. Minecraft: Education Edition [Electronic resource] – URL: https://minecraft-ru.gamepedia.com/Education_Edition (Accessed 12/15/2021)
2. Tokarev B. Guide for the architect. Minecraft-"Mojang", 2018.-96 p. – ISBN 978-5-4471-5824-8.
3. O'Brien, Stephen. Minecraft. Complete and comprehensive guide / The Ultimate Player's Guide to Minecraft.-"Eksmo", 2015.-305 p. – ISBN 978-5-699-83318-4.
4. Adam Cordeiro, Emily Nelson. Minecraft Construction For Dummies.-Wiley, 2014.-224 p. – ISBN 978-1-118-96840-6.
5. Cody M. Sommer. Building Minecraft Server Modifications.-Packt Publishing, 2013.-142 p. – ISBN 978-1-84969-600-5. 6 Rogers Cadenhead Absolute
6. Beginner's Guide to Minecraft Mods Programming.-"Que Publishing, 2014.-ISBN 0-13-390322-2

Peer Review

Peer reviewers' evaluations remain confidential and are not disclosed to the public. Only external reviews, authorized for publication by the article's author(s), are made public. Typically, these final reviews are conducted after the manuscript's revision. Adhering to our double-blind review policy, the reviewer's identity is kept confidential.
The list of publisher reviewers can be found here.

The reviewed article is devoted to the study of the features and capabilities of non-traditional programs for architectural modeling and visualization using the example of the game "MINECRAFT". The research methodology is based on the generalization of the practice of creating architectural models on a platform with a simplified interface and a smaller set of tools compared to professional tool environments. The relevance of the research is due to the development of the world of the architectural industry, the emergence of new computer programs for architectural design. The scientific novelty of the presented research, according to the reviewer, lies in the conclusions made by the author about the prospects of using the software product in question to involve the younger generation in the world of architectural modeling for the development of their spatial imagination and for career guidance purposes. The authors have identified the following structural sections in the article: Introduction, Model creation, Conclusion, Bibliography. The introduction outlines the range of users who may need the game as a substitute for modeling and rendering programs: children and teenagers – to unleash their creative potential, as well as students, architects and designers with professional experience – to create a draft project. The authors consider the process of creating a model, the analogue of which was the project carried out in the Archicad program, identify five stages of this procedure: determining the territory of the building and its preparation; drawing a plan; erecting walls and developing a form; completing the "box" of the house; detailing. After all the stages are completed, it becomes much easier to implement it in professional programs. The article notes that after creating a model in Minecraft, the user has an idea of the shape and size of the building, and after creating an axial grid, it becomes possible to build a model, freely editing using the necessary tools. The authors believe that for architects and designers, the MINECRAFT game will become an assistant in generating projects that can be used at an early stage of design, as well as for the younger age group audience when forming their idea of the stages of creating an architectural project in a lightweight form. The conclusions contain the provision that the programs and models discussed in the article can attract children who will develop their spatial thinking from an early age, the importance of the material, the settings of the scene and the environment in the render. The bibliographic list includes 6 names of sources represented by books by domestic and foreign authors, as well as Internet resources to which the text contains address links indicating the presence of an appeal to opponents in the publication. The reviewed article is not without flaws, as it lacks the section "Materials and methods" generally accepted in modern scientific publications, respectively, the methods of scientific cognition by which the results reflected in the article are not reflected. The topic of the article is relevant, the material corresponds to the topic of the journal "Urbanistics", may arouse interest among potential readers and is recommended for publication after revision.