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Favorite method to model walls?


archkre
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Different techniques for different objects. I love poly modeling mostly, but tend to start with splines for walls and facade work. For roads, curbs and barriers, I use Loft and sometimes Sweep. On occasion, I'll use Patches for terrain.

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I lean towards poly modeling most of the time also, and closed edges and tight models where I can get away with it speedily. (Throwback from the radiosity days, sloppy models make me anxious :) ).

 

Though I tend to find myself more often working with some form of existing model from the schematic design phases. so theres a whole different set of challenges in trying to not waste too much time re-building things that are already done.

 

the technieque used really depends mostly on how much editing and adjusting of model geometry you expect to be doing on that specific project. a 1 off marketing piece is going to be approached much different than for instance an ongoing design study

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yep anytime you need mapping along a path then lofts are great.

 

i read there was a new remapping feature in 2009? where you can draw a spline and the mapping will follow that, much like loft mapping? anyone tried this. Sounds great for remapping accidentally collapsed loft models

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Anybody uses native walls, windows, etc from 3ds max or ADT anymore?

 

I'm not use native Wall cause as What I'm experience till now use Line+shell modified is better way. Then when to come to create opening use proboolean.

By using proboolean I can add or remove opening and adjust wall layout. Then later on the line can be use to create floor, Copping and Others. Hope this will help:)

Edited by redzuan3828
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I scan the floorplan, figure out the right scale to bring it into 3DS, trace it with a spline, outline it, extrude it, add an editable poly modifier, do the floor and ceiling, make box primitives the size of windows and doors, UNION them into a single object, proboolean the walls for windows and doors, add a gray texture, then get stuck in.

 

 

Dammit, now I want to start a new room! hehe

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Guest FlaviusC
I scan the floorplan, figure out the right scale to bring it into 3DS, trace it with a spline, outline it, extrude it, add an editable poly modifier, do the floor and ceiling, make box primitives the size of windows and doors, UNION them into a single object, proboolean the walls for windows and doors, add a gray texture, then get stuck in.

 

 

Dammit, now I want to start a new room! hehe

 

This is exactly the way I work! exactly what he said. I wasn't enrolled in any forums and I had no idea what is the best way to create walls,doors etc.I tried AEC extended walls,and it was complete crap. Then...when I had my first project,the client,which was a friend of mine,brought me the plans on A2 paper..So I had to make them a photo (keeping the camera as parallel as I could with the ground) then I put them in max,the splines etc...

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Great minds think alike, eh?

 

:)

 

I'm a box modeller from my very early days in 3DS, but when it comes to ArchVis, I try to use splines whenever possible.

 

OBVIOUSLY there are many, many ways to do the SAME THING in 3DS (that's why I love it so much), but I find the method you and I use gives me the best flexibility and control. I can easily and accurately change my wall height (go to the stack and fiddle with the extrude modifier), etc, etc.

 

I did many, many, many tutorials and I think what sold me on using splines was Ted Boardman's videos and 3DQuakers videos.

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The Autodesk Area forum has some basic tutorials for epoly modeling.

I am trying to master that technique, modeling at subobject level, but the most difficult thing is not to move wrong vertices and create chaos, any ideas, please?

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I am trying to master that technique, modeling at subobject level, but the most difficult thing is not to move wrong vertices and create chaos, any ideas, please?

 

Did you see the little tutorial that Smoke3d has in the Resources section here? That is worth looking at if you haven't.

 

If you have a screen shot of a typical situation where you get into that kind of trouble, then post it and I'm sure there is a solution. Some things to remember when working in max:

 

- snap modes will override the transform gizmo directional constraints. Find the Ortho constraint button in the Customize UI dialog and pin it to your main toolbar.

 

- in subobject mode, enable Ignore backfacing if you are accidentally picking hidden points, edges, or polys. Hold down Ctrl while picking to add and Alt to subtract from your selection.

 

- sometimes vertex mode is the best for moving things around, sometimes it is better to use the other modes. With some experience you will quickly learn which mode is best for a particular task.

 

- learn Extrude, Chamfer, Inset, Quickslice, Connect, and why welding vertices is important.

 

- when you select an edge, find out what Ctrl-L does.

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Usually I import the dwg file and trace a line over the walls and extrude (extrude modifier), other times, if it isn't much work I draw a polyline in autocad over the walls, and extrude that, but since i started to use AllPlan for my projects I don't need that any more, I just model the furniture.

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Anybody uses native walls, windows, etc from 3ds max or ADT anymore?

 

I use doors and windows and railing and that stuff but I stay away from the walls. They're far too messy and after everythings said and done, sweep/loft is faster anyway.

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