Jump to content

Best way to model Gaudi style


novelh
 Share

Recommended Posts

Once again I turn to you guys for advice. I am doing a rendering for a client and need your input as to how you would do it. The first image is the basic concept. The second image is the clients sketch as to the type of details she would like to see. The style resembles that of Gaudi. Every surface merges with each other surface and kind of melts together. I had a stab at attempting this but it is not convincing. How you would you go about modeling that. I am willing to offer the .max file if anyone would like to take a shot at it.

Link to comment
Share on other sites

It's pretty easy to do what you need in max using poly modeling then use turbo smooth to smooth them out. In my opinion, trying to do this with nurbs will be a pain, especially if you try to move to another software!

 

Freeze the mesh that you already have, start adding new boxes, convert to poly and snap them to the existing geometry then start cutting and extruding until you have what you need.

 

Here are a few beginners tuts on basic poly modeling:

 

http://cg.tutsplus.com/tutorials/3d-art/an-introduction-to-subdivision-high-poly-modeling-tools-and-techniques/

 

http://cg.tutsplus.com/tutorials/3d-art/an-introduction-to-3ds-max-polygonal-modeling-tools-day-1/

 

http://cg.tutsplus.com/tutorials/3d-art/an-introduction-to-3ds-max-polygonal-modeling-tools-day-2/

 

http://cg.tutsplus.com/tutorials/3d-art/next-gen-weapon-creation-day-1-the-high-poly-model/

 

Hope they help!

Link to comment
Share on other sites

with nurbs will be a pain, especially if you try to move to another software

 

WHAT?????????

 

If one knows how to do SubD modeling.... it can go back and forth between applications and smooth quite well. Only difference is the algorythm Nurbs, Nurms ect that the subdivision/smoothing is accomplished by. I work in Modo and can export a lowpoly mesh modeled for subD application and it works just fine in MAX, XSI and C4D, sure it'll work in Maya and others too. Modeled in Max and brought into C4D and or Modo using the subD methods works too.

 

Now SubD modeling can be box modeling but it is more how the mesh is set up to subdivide that building somehting from a box. The structure in question can easily be just polyface modeled modeled matching the face-extruded or edged extended kind of approach and the edges chamfered to hold the proper rounding smoothness there when subD or smoothed-depends upon the application to some degree.

 

But to each his own and what ever works.

Link to comment
Share on other sites

WHAT?????????

 

If one knows how to do SubD modeling.... it can go back and forth between applications and smooth quite well.

 

William, my apologies, I wasn't clear here. What i meant by that is that if you are a max user that doesn't have experience with rhino or other software it would be a lot worse to try and learn the new software in order to achieve the desired result. It would be way easier just to learn a bit about topology and poly modeling.

 

The export between rhino and max was quite painful last time I did it (3-4 years back). I had to collapse the nurbs model to an insanely dense triangular mesh. There were no direct ways to export the nurbs model in max besides buying separate plugins...

Link to comment
Share on other sites

Well, if you are using the latest version of CAD, you can use sweeps and lofts to work out your meshes. The only issue I think would be cutting the holes in the lofted forms.

 

I haven't done anything like that in CAD yet, but in any case, if it all works in CAD you can just smooth it all out in Max.

 

Just a thought if you're doing it in CAD first.

Link to comment
Share on other sites

Thanks for all of your input. One thing you all seem to have in common is that you prefer to model the curved geometry separate from the rest of the model. I was picturing a manipulation of the slabs themselves. Well usually I model the basics in Cad and the details in Max. So I modeled the all the curved areas in Max separately. I did it by extruding a shape, subdividing, edit mesh, and manipulating to suit my needs. But this is really hard to control when it comes to meeting the adjacent surface. There always seems to be a visible difference in their curvatures which I then have to photoshop out (see second render). One drawback is that there are many parts, one for each curved area like where the slab meets the perforated arch and it's a lot of work. The benefit is that if the client no longer wants the arches I can easily hide all of them. I guess it does the job for now but I wouldn't trust this model for an animation.

Link to comment
Share on other sites

you did a great job with that,

I tried that at work during lunch time and pretty much had the solution box modeling, but half an hour wasn't enough...

It always requires lots of planning ahead before finding the right topology solution, some things seem easy but then turn very tricky within the end :)

 

Cheers !

Link to comment
Share on other sites

Thanks Andrew. It has been tricky since I consider myself a beginner really. This is how it's turning out but the client still wants every corner to be blended and smooth like in the second image. This will be the toughest part for me and I am yet to figure out how to do this to EVERY edge. Mesh smooth makes a mess out of the model. I'm also trying to see how I can avoid all the checkering in the driveway. Although I usually enjoy figuring this stuff out, this is driving me crazy.

Link to comment
Share on other sites

Well, if you are using the latest version of CAD, you can use sweeps and lofts to work out your meshes. The only issue I think would be cutting the holes in the lofted forms.

 

I haven't done anything like that in CAD yet, but in any case, if it all works in CAD you can just smooth it all out in Max.

 

Just a thought if you're doing it in CAD first.

 

I did loft the two curved arches and punched the holes in it and it worked quite well but the smoothing part is the problem. Do I have to subdivide everything so as to be able to smooth it some how or is there like a fillet modifier that I can apply locally like there is for chamfer under edit mesh modifier? I don't what to increase the polygon count on this model if I don't have to you know what I mean.

Link to comment
Share on other sites

if you box model it roughly with proper edge / ring loops and keep edit poly stack intact you wont have a problem editing it at all.

 

if the chamfer on edge with a turbosmooth is too sharp just select that edge ring and move teh whole thing with 'face' constraint ticked. you can keep your turbosmooth level on 1 for viewport and 3 for render - keeping your viewport fast.

Link to comment
Share on other sites

if you box model it roughly with proper edge / ring loops and keep edit poly stack intact you wont have a problem editing it at all.

 

if the chamfer on edge with a turbosmooth is too sharp just select that edge ring and move teh whole thing with 'face' constraint ticked. you can keep your turbosmooth level on 1 for viewport and 3 for render - keeping your viewport fast.

 

Thanks I'll look into your technique since it is something I've haven't really done before.

Link to comment
Share on other sites

Here is the final. What I finally did was the following. I applied Edit Poly mod on the geometry I wanted the rounded edges on. Selected the edges I wanted to round and chamfered with multiple segments which rounded it. I applied this to the main areas only then touched it up in PS.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...