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Best way to model a house in Max?


DsgnVsualization
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Personally I do it with splines.

 

A single line, then make it renderable and visible in viewport, set it to rectangular and give it the required height and thickness. This I find quite easy to work with while I'm still trying to get the basic building in proportion.

 

Then when its all good I convert it to editable poly and start booleaning my windows & doors.

 

Any other views out there?

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2 thoughts...

 

1) are you using any other software to create plans? If so....

1A)you can model some of it there

1B) Draw the plan in CAD with polylines and extrude them in Max

1C) import the plan and "trace" the plan with lines. Extrude away! And Box model everything else.

 

2) Box model a basic massing....i.e build only a general mass..like a clay model. Once you have that, and you like it, then start building the walls and such. Try to stay away from too much detail. Use materials to do some of that work for you.

 

PLEASE, try to stay away from boolean. It is WAY more trouble than it is worth. Learn to box model and find the Slice modifier.

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We model buildings all day long and weve found the best way is to start with a corner stone. So draw a rectangle 30 x 30 and extrude to give a thickness of 5 this represents the corner of the building.select a polygon face in the direction you want to go(not the upper nor the under) and extrude the face along to a window, extrude again for the window width,extrude for the wall width,window ,door,wall whatever and complete a whole periphery. when thats complete select all the upper face polygons except those over the windows and doors and extrude up say 215 a door height and then again 55 for a lintol height, where you havent extruded will be your openings.Its quicker with a dwg plan imported as a frozen template to guide your extrusions.Hope that helps

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  • 3 months later...
We model buildings all day long and weve found the best way is to start with a corner stone. So draw a rectangle 30 x 30 and extrude to give a thickness of 5 this represents the corner of the building.select a polygon face in the direction you want to go(not the upper nor the under) and extrude the face along to a window, extrude again for the window width,extrude for the wall width,window ,door,wall whatever and complete a whole periphery. when thats complete select all the upper face polygons except those over the windows and doors and extrude up say 215 a door height and then again 55 for a lintol height, where you havent extruded will be your openings.

 

HI BRIAN LAKE..

on my case i usually start with cad for 2d & merge the file(layer only) to max for modeling... However I'm still seeking other ways to create model "purely" from max/viz--and I'm just curious & interested about your procedure.. do you have any short vid clip OR screenshots (with caption) for this? hope you can share it here or email me at arkionzki@gmail.com

thank you!

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what about actually drawing the elevations, extruding them and then rotating them into position?

 

So many technique I was try but this one I like it.

1) draw floor line in autocad

2) import into 3ds max

3) use extrude or shell Modifier for floor line to be floor. (for wall reference and copping)

4) create rectangular with fix height before converted to editable spline.

5) Using snap point to locate That rectangular.

6) Copy, rotate and adjust the length of rectangular.

8) After done, select all wall then select extrude and edit mesh modifier.

9) Solid wall done, make rectangular for opening then attach it.

10) use edit mesh modifier to make 45 degree wall.

 

May be this workflow can be use it.

have fun :D

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This week's Insider article has step-by-step how to do this, with an included AutoCAD Drawing file, too.

 

I just saved it to my hard drive....

 

I had been using the flip-the-normals-on-a-box so far and intend to go over this tutorial this weekend when I have some free time.

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Wow are there a lot of ways to do this or what lol.

 

I basically take the elevations from Autocad and then use the Grids to draw in the walls, windows, doors etc in lines/splines. I do a rectangle for each elevation and the door and window openings as rectangles etc then I attach these and extrude them to give a wall width. That way I can go back and tweak the windows etc if i need to. I then once im happy with the walls I make each wall elevation a editable mesh and join them all together. I make my roof tiles from splines and exturde them and use the FDD modifier to get any angles that I need.

 

Don't know if this is the most efficient way but its much better than how I used to do it. I basically used to model everything in ADT and do the fiddly bits like porches in max, but the models were large and i was basically having to redo things anyway in max.

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Inevitably the architect will want to make changes at a later date, (even more so when he sees your model in 3D). Using booleans can make this extremely time consuming, even though they might initially be a fast way of modelling.

Think in terms of an 'intelligent' model that you can make changes to in seconds. For a basic building, I nearly always use extruded splines, with the window and door openings as part of that spline. I make walls vivid green, always make sure that they are named, and never apply an edit mesh unless it is absolutely necessary. Once the elevations are complete, i rotate them up, and snap them all together to create the shell of the house. Usually for the roof i use extruded splines and the slice modifier.

Nice, clean, colour coded, flexible splines, clearly named with UVW mapping and material ID's, so that everything can be changed in moments.

That's my suggestion, for your 'average' building... :)

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