NewHeaven’s Masterclass pt. 1 / Recreation of real-life buildings / Tutorial [English subtitles]

NewHeaven’s Masterclass pt. 1 / Recreation of real-life buildings / Tutorial [English subtitles]

– English translation by Bulix – Elgringau: So first of all welcome to everyone and thank you for coming to our first masterclass this evening. We will be talking about the recreation of real life structures. So I’m going to let Boorizz and Bulix present to you some of their builds, things that they’ve already built in the past. The way it is going to work is all throughout the masterclass, I’ll be asking them questions If you do happen to have any questions in the chat, feel free to ask them. I should be able to temporarely interrupt the class to ask both of them. Boorizz: In any case, there will be a Q&A at the end, when we’ll really take the time to answer all of them if there are any. We’ll do our best to threat them all. Elgringau: So the very first question for this masterclass is, after all, Boorizz and Bulix how would you convince us of the benefits of recreations in Minecraft? Boorizz: Well obviously that is the main question that we’ll answer during this masterclass. So let’s just start right up. Bulix and I we’ll be talking about it. So Bulix has really specialized in this domain and knows a lot regarding this subject, which is why he will be taking us through it in a slighty different manner compared to mine. because even if I do some recreations, it isn’t exclusively what I do. I rather use it to better figure out my own style of construction outside of reproductions. So these are two distinctive ways of doing that can meet especially when it comes to the technique. So I am going to let Bulix talk about it more precisely. Bulix: Alright, well, thank you for that nice introduction. So I think that the first question you’ve asked was the most important one. Tonight, we’ll do our best to convince you of the benefits of recreating real structures in Minecraft. But prior to that, we’ll be showing you at least three big projects which were meant to be actual reproductions. We’ll use them as examples throughout the masterclass. And why not start with Vaux-le-Vicomte. Boorizz: Vaux-le-Vicomte is the first out of the three main projects projects that we are going to show you this evening. It was built entirely by me. And following this one, we’ll see a reproduction built by Bulix and finally, the Louvre, of course, on which we got to work on along with the rest of the NewHeaven team. Regarding the castle of Vaux-le-Vicomte, I’m going to briefly present it to you. It was commissioned by Nicolas Fouquet and it has the particularity to be a real emblem of the classical style in architecture. Moreover, it was used as an inspiration later on during the construction of the Château de Versailles. That says a lot about its importance in french architecture. Overall, this is a building that I particularly enjoy, which is why I decided to share this appreciation with others by recreating it in Minecraft. One thing that also defines this castle is also the gardens, so it would be perhaps more accurate to separate the two as I gave as the same amount of importance to both of these elements. Alright, I think we’ll quickly go on and head over to the Waddesdon Manor. You can teleport there by typing /warp waddesdon or by simply following the blue lines on the ground. The Waddesdon Manor is a structure [that used to be owned by] by the powerful english family Rotschild. It was built at the end of the 19th century with a style heavily inspired by the french castles. It therefore features french gardens and soon after the construction it was judged to be too small. A lot was needed to satisfy these people back then. A annex that I decided not to recreate was added to one of its sides. These types of decisions is something I will talk about later on. Let’s go to the Louvre this time with /warp louvre. So the Louvre has always been a building that members of the NewHeaven absolutely love. It is fair to say that it is an emblem of France when it comes to architecture, the Eiffel tower aside. We built it together as a team for a workshop organised by LISAA (L’Institut Supérieur des Arts Appliqués). Boorizz: Indeed, the Louvre is a fascinating structure, considering how it evolved throughout the centuries. Its creation is spread over 800 years. That explains the different and interesting styles it is made out of. After all, the Louvre is a very important emblem of both France’s culture and history. The Occident in general. That’s why we took so much interest in it. Bulix: During this conference, we are going to go through different points and to facilitate this process, Elgringau is going to introduce us to these different parts by questionning us. Elgringau: So one important question is: What are the necessary steps to take prior the recreation of a structure? Bulix:Well, obviously, a recreation requires a certain amount of research beforehand. That could be pictures for example, general informations, plans, etc… But it doesn’t stop there. By the way, here we can see pictures of the real structures next to what we did in-game. Elgringau: Here are two pictures sharing the same point of view: one from real-life, and the other one from our recreation of the Louvre. Boorizz: We made sure to use the very same point of view to emphasize on the similarities between the two. Bulix: Following these research, it’s time to choose a scale, which is going to be quite primordial. That’s why we are going to spend some time on that subject. Then we will go over the selection of the materials and the color palette. And finally, there are some limitations that we have to think about, ones that wou may have to impose to yourself. Boorizz: To go right into it, I’ll start to talk about the selection of a scale. This step should precede the placement of the very first block in your project. This part is often overlooked yet rather essential, as a bad scale could easily ruin your recreation later on. It is true that when we are not used to do reproductions, it can be a difficult decision as experience is what makes this process easier. That’s why we’ll try to help you tonight. Sometimes, we tend to aim for a big scale that will alow for a lot of details, and to get an imposing structure in the end. That is of course one correct way to do it. Indeed, big scales give room to way more details and thus allow us to be more faithful to reality. Let’s not forget, as we’ll see later on, that in any case, sacrifices will have to be made, considering that it is impossible to be 100% accurate. However, there are some inconveniences to big scales. The game has its own limitations in term of building height, as we all know. Even if that sounds silly, we do have to consider it.
We can’t ignore it. So if we were to start reproducing something without selecting a proper scale, we would simply end up hitting the roof of the map.
So that just cannot happen. Then, on the other hand, there is the case of choosing the smallest scale possible. Bulix: I love this one
Boorizz: That is also a very interesting choice. Such a scale gives room to, in a way, much more freedom, considering we won’t always be able to be faithful regarding reality and do some approximations. Because let’s keep in mind that we are only dealing with blocks here. And regarding that, Bulix will explain to you how to handle details with small scales, and how to deal with the potential lack of realism it may give birth to. There are also countless ways of figuring out a scale but a common one is the 1:1. If the structure you are making has to fit within a specfic environnement, often people will go for that scale as it is adapted to the Minecraft character. Let’s see some examples. Here (on the left) we have a facade of “L’immeuble Printemps” that Bulix built recently. And right next to it, you can see both sides of Vaux-le-Vicomte that I talked about before. As you can see on Vaux-le-Vicomte, I decided to recreate it using a rather big scale, while Bulix went with a smaller one and the details are more squeezed together. There are pros and cons regarding both of these scales as we mentionned earlier so that was just to show you how buildings sharing somewhat similar dimensions in real-life can be reproduced with completely different sizes in-game. On Vaux-le-Vicomte, I made fine details on certain spots. But on the other hand, where there were not as many details on the castle, the large scale left some flat areas on the walls. Bulix: On my end, I usually go with smaller scales, that do not leave as much room on the walls. For example 1 meter in real-life can maybe become 4 blocks in-game. And as mentionned by Borizz, it is a bit of a paradoxe. The smaller the scale is, the more freedom we’ll have, considering that we really won’t be able to be fully honest towards some parts of the building. It then forces us to improvise and I will make sure to talk about it alter on. So in other words to sugest details rather than to represent them. That is also where the signature, the personal style of the builder, hides and can be revealed when improvising like that. Even if reproducing real-life structures doesn’t sound that personal, it does leave some room to creativity, which is something that I particularly appreciate in this domain. Boorizz: If two people were to recreate the same building, they would certainly do it in a very distinctive way, even if they were given the same scale, the results would still be very different from one another. That would even be more obvious in a small scaled build, as more decisions would have to be made on both sides. To summarize this topic, we could say that the larger the scale is, the more objective it is going to look. And for smaller scale, it will better reflect the personal style of the builder. Now, let’s focus a bit on the Louvre again. Here we can see the same facade represented using two different scales. Prior the construction of the Louvre, while we were brainstorming, we were trying to figure out a proper scale to use. So, the picture on the left is a test.
You can tell that we did not stick with this one. It’s a slightly bigger scale than what we ended up choosing, as you can see on the screenshot on the right (final version). The attempt I made on the left does feature some more details and overall a bit more precision. Yet it’s not the most accurate result you could get, as it’s only 1.5 to 2 times larger than the one we’ve used. It is also just a draft so I didn’t bother finishing the rest of the facade. These two screenshots are also quite fascinating in the way that these are two very different ways of representing the same structure and one could even wonder if these are from the same building. So if you want to make a reproduction, regarding the scale, I encourage you to do some testing and to calculate the height and dimensions to make sure that it fits in the limitations of the game For example, we made one facade and just played with the details, the dimensions, etc… Eventually, we came across a good result. We then compared its dimensions with the real ones. Thanks to all these tests, we were finally able to find a good and proper scale. It is important not to be afraid of do things all over again during this process. Elgringau: Bulix, I have a question. Do you have some tips when it comes to properly applying these scales to a build? Because as it is, it may be slightly difficult to visualize this concept, especially if we have not done it before or know the basics. So do you have any tricks? Bulix: Obviously, when it is our first time making a recreation, finding a proper scale since we don’t know what will look good or not. Although there are a few ways to figure it out. One consists of simply finding numbers and making a scale out of them, and then trying to apply it all throughout the build so it does not matter where I lay the first blocs. On my end, I am not that meticulous, unlike Gaulight that you will get to listen to in the next conference. Personally, I have no idea of the exact scale I’m going for prior to building. What I do instead is I choose an element that is likely to be repeated throughout the structure that I am reproducing. So like windows or doors for example. I then take time to build this element as well as I can, with all the details I want and without minding its scale, until I get a result that I am quite satisfied with. And once I have built this part, I base the rest of the structure all around it. That is how I my buildings are made. Most of the time, it leads to scales that are somewhat small, unlike Boorizz’s scales. Sometimes it does look a bit cramped I have a style that is detailed but that is not always a compliment. Boorizz: I think your way leads to the same result in the end. The difference between this thechnique and the way you did the Louvre is that, once we had found a good result, we actually calculated its scale. It was 2.5 : 1 and we used it all across the build. The difference with you is that when you build, you have this scale under your skin, you feel it. Bulix: That’s right, but because of that I do not know them. I could not tell you what scale I used. Boorizz: You don’t know the numbers?
Bulix: Right. Boorizz: You have it in your head.
Bulix: I guess so. Boorizz: However, for a project with multiple people involved like the Louvre, it is important to precisely define the scale, especially considering that the Louvre is quite big. So if we were to just compare the size of the different elements from a facade, we would end up with multiple differences in scale that are way too noticeable. That must be the second big risk after the selection of the scale itself. Not respecting it properly and end up with differences in scale. Even if the scale is not the greatest, if we apply it carefully and meticulously, it is going to be coherent in the end, so it is alright. However, differences in scale in a build will lead to odd results. Once we had found a good scale for the Louvre, we simply measured the different structures that make up this monument, by mostly using Google Earth. We also used plans and drew their outlines in-game while applying the scale we had chosen earlier on. Same went with the height of the facades So on top of the 2D plans, we could not forget the third dimension, in terms of height. To find out the elevation without plans, again, Google Earth can be quite useful. At least most of the time. It should be indicated as “elevation” and to this height you just substract the ground’s altitude It is a bit approximate, but again like we said, it cannot be perfect in Minecraft and it is not always our objective. So we are just fine with that. Elgringau: After the scale, there are obviously other things to take in account, like the materials So Bulix, what should we keep in mind when selecting the materials and color palette prior to building? Let’s start with the basics. We ought to remember that Minecraft has, after all, a somewhat limited color palette, and only a fraction of those blocks have variations. I am talking about stairs, slabs, etc… Depending on your scale, these are the kind of blocks that you may have to use I personnally use quite a lot of them. But yeah, that limits already the shades of your futur build. On top of that, when we are building something, even if it isn’t realistic, we have to take in account the fact that there has to be contrasts. Because it is something that is quite esthetic in Minecraft. If we were to build something out of only two different blocks, the result would be rather dull. So it is quite pleasing for the eyes to have differences in color. Moreover, knowing that these colors are limited, I think we should not mind the nature of the block itself, because if we want to reproduce something that is green and we tell ourselves: “I’m not going to use slimeblocks because it would not make any sense in a buiding.” I would not agree since these are shades of colors that can be quite interesting and we should miss out on them. That is why the louvre has, I think, good colors. And if we had limited ourselves with the idea that the materials used had to make sense, it would not have turned out well. Because if you did not know, our reproduction of the Louvre is basically made out of wood like most of my builds. Elgringau: Like Waddesdon.
Bulix: It is this mixture of sandstone and birch that I like quite a lot. Elgringau: I’m going back on Minecraft to show you the facade of the Waddesdon manor. We can see that it is mostly made out of wood.
Boorizz: By the way, the Louvre, from outside, if we had tried to be as precise as possible, we would have certainly been forced to only use sandstone. Though we allowed ourselves, like we often do, to make some contrasts with sandstone and birch wood. This nuance works really well and is quite popular. It allows for soft contrasts without drifting too far away from reality. Bulix: Many are asking in the chat: “The interiors, the interiors, where are they?” This is also something to consider prior to reproducing something. “Am I going to build the interior of the structure?”
“Am I going to build an environnement around it?” Especially if you are considering making a render of your build at the end. “Am I going to texture the walls in a way so that we get the impression that it is old?” Or just adding some vegetation. So yeah, these are some things to consider even though it isn’t as primordial as the scale for example. Elgringau: Onto the actual building procedure now. After all these steps that can be relatively long with the determination of a scale, the pictures, etc… How do you go through these portential fears at the beginning of the construction? In terms of proportions, the accuracy of the scale, the details, etc… So how do you jump into it? Bulix: As we said at the beginning, we are after all in Minecraft and we cannot expect anyone to make a perfect replica of anything. It is simply impossible especially with the current height limit. There is that to consider. One cannot reach perfection but can only get so close to it. This is why there a certain pourcentage of “chance” that, even if we are being very meticulous and everything, We may face some issues, since we are only dealing with blocks, and not be able to link two walls for example at a certain point in the construction. There might be accidents along the way but like Bob Ross would say, these are “happy little accidents”. It is a good thing that they are there because it is precisely what will alow us to use our own personal touch and creativity in the build by improvising. Boorizz: It is true that improvisation is quite important, to me, because, like I said earlier, even if making reproductions is something I like doing, it is not my speciality. I rather use it to create, by taking some inspiration, my own creations In the end, creating something from nothing is like a big improvisation. Bulix: This improvation may involve the addition of a few elements to the structure you are trying to reproduce. But it can also mean, like I did for the Waddesdon manor, the withdrawal of parts that you do not like or consider not important. That’s mainly why I basically only do facades. We have a famous example of that in the louvre.
Boorizz: Oh yeah that’s right. A famous example indeed. At a certain point, since the construction of the Louvre is spread over many centuries, there is a transition between a wing built under Napoleon III and another built under Napoleon I. If I’m not mistaken. And this transition, if we can say it like that, was not properly done. We are therefore left with a giant and flat wall, with stones visible, and a “magnificient” transition between those two structures. We still decided to reproduce it as you can see on the picture on the right. Elgringau: Still, it is part of this monument’s history.
Boorizz: However, we added some details and made it look like it was cleaner. Even if, in reality, it doesn’t look like that. Yet the facade next to it is extremely detailed It is quite a big contrast, for those who may have seen it with their own eyes, it is surprising. Bulix: For a small anecdote, once we were done with this reproduction, this is where Boorizz and I set up a rendez-vous to visit Paris. We just said “Let’s meet at the ugly wall.” and we both knew what it meant. Boorizz: That’s right.
Elgringau: One should know that some of us where lucky enough to live in Paris, so some members got to go there and take some pictures of the Louvre and get a feel of the architecture. Boorizz: I forgot to say it earlier on but along with the pictures on the Internet and the plans, going there in person can be quite useful to truly understand the architecture of the building you are reproducing. Bulix: Yeah, and just before switching to the next slide, there is something else to consider, which was the case for the Louvre, is the case of reproducing one building along with other people. With the louvre, we were lucky since many different architects worked on it in real-life. We can really see their different styles and in our case, there were multiple builders, and we can basically point out who made which part. That is coherent though since the same happenned in real-life. In another building that has been designed by only one architect, it is likely that there might be some issues in terms of coherence since the personal style of a builder is actually quite visible. I’m not saying it is a bad thing, but if you were to assemble two facades made by two different people, it could be an issue. As we said, at a certain scale, it becomes impossible to reproduce reality as it is. This therefore forces us to improvise and suggest details, instead of recreating them. I took the freedom, even if that could sounds somewhat pretentious, of writing down the definition of “impressionisme”, a famous artistic trend in the history of painting. And their philosophy consisted of not reproducing reality as it is but instead as we feel it. They wanted to paint their inner perception of reality on the canvas. In Minecraft, the same happens. The most batant example, uh, “batant”, right, blatant example, has to be the small statues. The scale is so small for these elements that a stair can be big enough to respresent a torso for example. That is the level we are at. In this case, instead of suggesting eyes, ears, etc… we are just going to suggest a posture. In the pictures on the livestream, we can almost see a person in a rather dramatic posture. That makes sense since it is in front of an opera house where lyrical and dramatic music is played. So an individual looking at the sky, rising his right arm with his other arm slightly lowered and some sort of a cloak. It may look ugly, but the objective here is not to do something precise. But from further away, we get an idea of what I wanted to do and this applies to details too. Elgringau: We have been able to see that with your foutain next to the Waddesdon manor. Bulix: Right. Boorizz: In the end, that is the best we can do with a small scale. And if someone is looking for something that is 100% realistic, Minecraft may not be the best place to be. Bulix: If you want to make a working architectural model, one should not use Minecraft. Boorizz: I have another question, so to make these patterns, if I understood right, it seems like you tend to insist on the volume of things and then you work it, polish it. Am I right? Bulix: Obviously, I still try to keep the idea, the spirit behind the motif I am trying to represent, and one thing that I can conserve the most is obviously the silhouette, in other words, the volume. But then, yes, I spend some time on each details until, from a distance, it looks good since from closer it may look like a pile of stairs sometimes. I also have this obssession of detailing flat walls that I do not like. Even if in reality, these walls may be flat, I still take the time to add some volumes to it. Set I make sure that from far away, they still look like walls that are less detailed than the rest. Boorizz: Okay, I see. So these extra details on the wall refer to what we said earlier about how we can take some liberties when recreating something. Bulix: That’s right.
Boorizz: Now can talk about the gardens. This is a subject that I am quite fund of. I guess we could say it is one of my specialisations. I like to build gardens in most of my projects. And regarding Vaux-le-Vicomte, I chose this castle because it had some. I do not know if you are at the castle right now, it could be intersting to see them in-game. Well, in Minecraft, so far they are not done since this project is still under construction. But we can get a fair idea.
Sadly, it looks like some stairs did not really make it through the exportation. The walls can look a bit strange sometimes because of that. But from far away, you get the idea. Now, Vaux-le-Vicomte’s gardens will allow us to talk about gardens in general, as well as another way to use the scale. Earlier on, I told you that we can do some measurements on the Internet or Google Earth and report them in-game. It is also possible, since recently, to use //image thanks to the plugin FAWE That is what I used to do the gardens. The idea is to import a picture in-game with a pixel for each blocks. So first you have to adjust the picture to scale by adjusting it, and then import it in-game. Once that is done, some extra adjustements have to be done. In the picture on the right, you can see that the quality is not necessarly great. Because most of the time we need a really precise picture When I say that the quality is not great, what I mean by that is that it is ugly, so a lot of extra work has to be done. The first thing to do is to replace the many different variations of blocks with the least amount of colors possible. In this case, only two were necessary. Then, I had to refine the patterns that were somewhat damaged. Elgringau: That’s what the picture on the right show.
Boorizz: Another way to solve the issue where there is too many blocks is to vary the contrasts with the help of different programs prior to importing the picture in-game In this instance, it is not what I did, so you can see on the right picture that it does not look good. On top of that, NPC villages ruined the image even more, because the world was generating at the same time. So yeah, this had to be fixed. So after a bit of work, you can see the new results on the left picture. On the right side of the left picture, we can see a rough silhouette of the patterns in the gardens That still does not look good enough so with a little bit more work, you can see the result on the left. I started from the left and made my way to the other side by adjusting, block by block, each pattern so that they look great. That might require the help of a few other pictures from reality or, if possible, the necessity to go there in person. Because sometimes we just cannot read the outline of some details of the //image. That is why good quality pictures are recommended to properly fix the gardens. From left to right, step by step, I made it. I took a picture of the middle to show the difference, but right now, some gardens still have to be made. Yet what is on the server is finished so already a good chunk of this specific part has been made. I wanted to reproduce these gardens because I thought they were absolutely gorgeous. This is the genius of André Le Nôtre, the garden architect of Louis XIV and before him Nicolas Fouquet. So yeah that is why I decided to recreate them and after this project, I will use these patterns for other gardens. Especially considering I love having gardens in my projects, like I said. And honestly, recreating all these curves and shapes may sound tidious but it really is educational. It is like learning someone else’s style, Le Nôtre’s in this case. That is very interesting and helps enhancing your own style for your next creations. Bulix: I am going to finish up this part and like you saw, we have a preference for the classical style and that for multiple reasons. As opposed to the more contemporary styles, that we do not condemn, what changes is how they rather emphasize on the volume itself of the structure. While for the recreation of a classical building the details and what makes up the walls and the facade is what matters the most. There is a whole art form and purpose behind all that. And on top of that, they tell a story since most of these structures are historical monuments. When we are recreating a monument, it is good to take interest in its history. You have to like what you are building otherwise you may lose your motivation. That explains our interest for the Louvre, Vaux-le-Vicomte, the Waddesdon manor, etc… Boorizz: I am going to briefly explain how I take inspiration from real-life buildings while making reproductions. Bulix tends to recreate structures in order to develop a style that is fitted to this domain, which is quite interesting. For me, there is another reason because I like to take inspiration from them for my other personal projects. Here you can see a picture of Remestrôs, with a nice render by iskillia. This project is somewhat old that was released two years ago. Back in the days, I was already doing a lot of gardens. I already had this interest. We can see some similarities with the curves between Remestrôs’ gardens and Vaux-le-Vicomte’s, because I had taken some inspiration from real-life. Here, by working hard on Vaux-le-Vicomte’s gardens, that really gave me some experience. Alright, so other than the gardens, we can take a look at the inspirations and influences when it comes to structures. Generally, without talking about the details, we can see both images to compare one again. My project Hélimpiôs and, next to it, a picture of the Spain Square, in Seville There is something similar between these two: It is the tall tower In my project, I was really inspired by the one in Seville but mainly by its shape. In other words, by its silhouette. I built some floors that look like it and other small elements, like the roofs and windows. The goal there was not to make it look the same but I just stumbled upon a picture of that monument, loved it, and thought it was appropriate in this project. I was mostly inspired by it. So making recreations was helpful in a way that it was easier to grasp the idea behind this real-life structure. Then, another example and another specialisation of mine, this time it is quite specific: glass roof. It is something on which I work a lot. We can see on the bottom left a glass roof that is on the Louvre that I did since I am interested by them. It helped me get better at it. For my project, I took inspiration from the glass roof of the Grand Palais in Paris, as well as all the others we get to see from time to time. That is why I added a picture of the glass roof situated in the third hall of the “gare de Lyon” in Paris. Some people must have been there before. But then I took it a bit further in my project, so these are really just inspirations. It is just the result of everything I have came across in life. It is not a perfect replica as only the general idea matters. So for me, recreations is another interest of mine as well as a good way to feed your own personal style. We have only been exposed to real-life architecture obviously so even if we make something completely new, we are still, subconsciously, influenced by the only source of architecture that we know, which is human’s architecture. That is something we need to realise and accept so sometimes we can even add in a personal creation elements from different trends of architecture, dormer windows, pediments, etc… Even if we are not making a reproduction. Bulix: To conclude, we hope that we managed to convince you of the benefits of recreations. And perhaps the most important thing to remember or rather forget is this idea that recreating real-life structures in Minecraft does not involve creativity. It is indeed completely wrong and this idea of extra freedom is especially visible in smaller scales. That is also linked to improvisation. But is also is for me a way to give tribute to some monuments. The Waddesdon manor isn’t really well known, as well as many other builds I have made I also have this idea in mind of showing some respect to this building that we did not really forget but rather never seen. Also I do not like to say that but it is a great way to avoid competition. Anyway, reproductions are also great because they appeal to people that do not play the game. If you were to show one of them a recreation that was made in Minecraft, they will be able to more easily identify to it. However, if you were to show them an organic or something like that, they may have a harder time taking it seriously. I personaly tried to test this and managed to turn it into a big paper for where I study at. So I was able to link this passion of mine with my studies. So I am going to build a big reproduction of Reims’ cathedral that I will then 3D print, if everything goes right.
(It did!) That goes to show that we can take it further than the game itself.
Boorizz: Hype. Elgringau: The story behind our reproduction of the Louvre is somewhat similar, since it was built for an event organized along with an institution of art and design (LISAA), that teaches architecture, animation and video games. They challenged us to reproduce an emblatic monument from Paris, in order for the students to be able to see the link between to real monument and Minecraft. Boorizz: What we said may not have convinced you but It is good to keep in mind that even if are doing something else, it can add a bit of credibility to it. Elgringau: Right.
Boorizz: It is a bit sad that what’s being made on its own in Minecraft is not as recognized. But that is just a matter of getting used to. Elgringau: Now we are going to go over the questions.
Boorizz: I was actually going to tease the upcoming conference, that Gaulight, another member of NewHeaven, is going to be holding. He will be talking about the recreation of real-life boats in Minecraft. Elgringau: So, first question: “What inspired you the most to reach such skills?” Bulix: Personaly, I have always been interested in the history of art, etc… And to begin with, just like in real-life when you want to learn how to paint, it is good to start with reproductions. It can be quite useful. However I never got old of doing it and I just kept doing it. I also figured out some sort of a philosophy, etc… Another question: “What are your feelings towards the excellent creations of other builders?” “Since you are part of them, are you as amazed as us, mortals?” Boorizz: Haha
Elgringau: We are not really professional builders since we are not a corporation or anything like that. This is not our job. Minecraft is just a passion for all of us. So there technically is not anything professional with what we do. But yeah, we do spot technical errors in other people’s builds. Yet some of them are excellent and there is nothing bad to say about their builds. We love to see more and more beautiful builds in the community. Boorizz: Let’s admit that it is harder to be amazed, yet I love it when I get to be so. Some builds really impressed me because the builder have a style that is completely different from mine, and are doing excellent things that I would not be able to do. I guess the opposite is also true. It is a bit unfortunate to have a hard time being amazed, but when it does happen, I have to pick up my jaw. There are some builds that I really loved and when we know how it works, we get to truly appreciate it. So when something is well-made, we really see it. Elgringau: There is one last question: “To what extent do you use WorldEdit?” Bulix: I am going to let Boorizz answer this one.
Elgringau: Haha. Boorizz: Oh, WorldEdit?
Elgringau: These are tools that we often get to use. Boorizz: Yeah, we do use it fairly frequently. Elgringau: To what extent? We don’t know. We just use it when we have to. Boorizz: It also depends of what we are building. Bulix: The scale too.
Boorizz: Yeah, that’s right. Elgringau: We could compare the tools offered by WorldEdit with any other drawing program. Thanks to these tools, we can compare Minecraft to one. Boorizz: Even with a 3D program.
Elgringau: Indeed. These are tools that we need, and without them, we would not be doing much. Bulix: On my end, I don’t use it as much.
Elgringau: It does depend of what you do in the game. Boorizz: Organic makers tend to use it more. They have to use really complex commands.
Builder use these sometimes too. Elgringau: I also would like to add that some employee in Ubisoft had used Minecraft to make some small models, and small tests. So yeah, here is a small anecdote. So even big studios use Minecraft from time to time Bulix: Alright, I think we will stop there. If you were wondering why there is a big chandelier, it is just to make you understand that the domain of recreation does not only include buildings. Thank you for listening!

19 thoughts on “NewHeaven’s Masterclass pt. 1 / Recreation of real-life buildings / Tutorial [English subtitles]”

  • Très bonne vidéo, si un jour je deside de me mettre à la reproduction, je suivrais bien vos conseils si précieux, encore merci hâte de voir d'autres épisodes sur les différents style de builds de minecraft pour enrichir mes connaissances dans le build. Et peu être rejoindre votre équipe.

  • Je ne commente pas souvent des videos mais là je suis obligé.
    Juste genial cette video le concept, il est à continuer.
    Vous etes renseigné sur le sujet et vous nous renseignez.
    Ca se voit que vous etes passionné et c'est super agreable à ecouter (même si les micros ne sont pas geniaux😆)
    Continuez comme ca la team👊

  • Bonjour ou bonsoir je pense avoir du niveau pas en reproduction mais plus en irréel ou sur du médiéval
    Je ne dit pas ça pour me vanter mais ont me le dit souvent

    Comment rejoindre votre team?

  • Ok l'idée est intéressante et le diaporama est assez bien réalisé par contre sur le plan technique c'est assez médiocre, nottamment le son

  • Does anybody here want to possibly help me improve my world on Minecraft console edition? I play on PS4 and have built everything on my world so far on my own, which has gone amazing so far! But I like to do interiors as well as exteriors and I REALLY want to build bigger and better projects that are just unrealistic to even attempt on my own. So if anybody at all (preferably someone who speaks English like me), wants to come on PS4 Minecraft with me to help me build some stuff just let me know🙏🏼 I’ll leave my Snapchat at the end of this so if you want to help me out just send me a message on there☺️

    Snapchat —> HarryBeck95

    (So far I have built; multiple houses/mansions of all different sizes and styles,
    a nightclub, 2 cafés, 2 restaurants, a gas station, multiple secret parts to the map a LONG way from spawn (which are definitely my favourite parts of the world so far), a small Japanese zen garden, a huge prison which was actually my first ever big build, and Italian villa… I really want to build more of these in the future, I’ve started to build a high end clothes store that I am just finishing off as we speak, a small warehouse, an underground sewer system, a small jungle/forest that I would love to extend upon in the future, a motel, a boxing gym, an art museum, a build testing area for different building ideas that I have whilst playing that I’ve made to look like a junkyard, a bank, a pet store, a small market, a tattoo parlour, a church, a library that I abandoned to build other things because the exterior was too challenging, a skyscraper/office building, the beginning of a hotel that I would love to finish inside and out, a weed farm (🤷🏻‍♂️😅), a blacksmiths, and finally I started to build the entrance to a theme park I planned on building… but unfortunately I lost the coordinates for it and as it was another secret build away from the main city I have been unable to find it since🤦🏻‍♂️😅 and finally I have started creating a river/sea. As the world I am using is a custom super flat world, it goes all the way down to bedrock around 200-250 blocks down. And then on top the entire world is entirely flat, which is good for most of my builds but it will definitely become a problem for some of the future builds that I plan on creating!

    I think that is it everything I have built so far? As you can tell I’ve built quite a lot in my world… but most of it is very close together in the spawn area of the map (apart from the secret areas of the map that I mentioned before). I would love to extend the secret areas and make separate cities away in their own right… but have them far away from spawn that only a select few people have ever actually seen or know about! I have LOTS of plans for future builds, but they are way too big for me to build on my own as I said before… my main problems is building giant structures without world edit or any kind of mods involved. And roads are a HUGE pain is the ass!! So if anybody wants to help me out with the world, or even just wants to see what I’ve been working on. Just drop me a message on Snapchat —> ‘HarryBeck95’ <— and I will send you my PSN name so that you can add me☺️ it would be amazing to either have people help me with the world, or even just have them go through it, as the only person besides me to ever log onto the world is my younger cousin who appreciated it… but he just found it more fun to run around blowing all of my building up (luckily I make regular duplicate worlds incase the file get corrupted, so I don’t lose everything I’ve built… again, so it was an easy fix after he destroyed everything thank god). So it would be good for somebody who actually appreciates my work come onto the world and give me their opinion on it, tell me what needs adding, what could do with changing and what they think I should do next… then possibly even help me with those thing!

  • So I'm learning french, history and architecture history with Minecraft professional architects, I wonder where's the games generate violence supporters right now

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