Rhino 3D Architectural Twisted Building With Floors and Skin | DCO Graphicstudio | Skillshare

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Rhino 3D Architectural Twisted Building With Floors and Skin

teacher avatar DCO Graphicstudio

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

8 Lessons (30m)



    • 4. BUILDING SKIN 1


    • 6. BUILDING SKIN 2



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About This Class

In this class you will learn how to create twisted building with floors and skin with simple and straight forward steps in Rhino. Rhino is a bit intimidating at first, but with some experience it can become one of the most useful tools you can have. These tutorials are great for students who are trying to expand their design arsenal.  They will allow you to create some complex and impressive designs in a quick amount of time.  The steps in this tutorial are useful for many other applications. So make sure to follow me for future lessons, and let me know if you have any questions, or ideas for future videos.

Meet Your Teacher

Check out my website for more Parametric Courses and Scripts


Here you will learn about Architecture and Parametric design along with other 3D modeling tools   


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1. INTRODUCTION: Hello and welcome to Depot graphic studio. My name's David Petty, and in today's video, I'll be going over a rhino tutorial that goes over all the steps necessary for creating a interesting, futuristic twisted tower that has an outside skin, has floors, has a structure, and then towards the end, we add a little bit more detail and go ahead and render it so that's what we'll be going over today. And if you have any questions or do you have any ideas for future videos, please make sure you let me know in the comments below. 2. BUILDING FORM: so to start, let's actually check the units first to see what we're working with. It doesn't really matter which units you're working on for me. I'm used to using inches, and so that's what I'll be using in this video. But it doesn't really matter what you cheese. Now, first thing you want to do is start reading in the layer called face geometry. And this is going to give us the jumping off point layer for creating the based geometry of the structure we're gonna create. So let's go here, Go toe polygon. You could either like here on polygon or you can type polygon, and then we can go to zero comma, zero comma, zero. That way we can create it at the center and it's gonna ask you how many sides for this exercise I'm going to do foresighted. And so I'm going to just pick this ice here, and it's gonna ask you, um, you know, you can at this moment typed in the unit's that you want for decisive the building. But what's important is, as you can see without holding down shift, it will kind of go everywhere. So ah, way to keep it snapping towards the X or the Y direction is by holding down shift and dragging it out. And so that way we can keep it in those two directions. The other way is hitting F eight, and that way we have it snapping to the X and Y. Or we could go here to, um, Ortho and turn it on, you know, So this is the different ways that we can make it snap to the x and y and keep it. Keep everything lined. So it's going here to a 60. But that's gonna make it pretty big because it's gonna be a big building. And what we want to do here is now the's edges air a little bit too rough for the building that we're gonna be using and we're gonna be twisting. So let's go to it, fill it, and that's to a radius of 20 feet. So let's kind of round off the just here and now we can get ready to move this up and start creating the tower. Okay, so we have our base geometry here and what we want to do to create the towers. Move this up and one way that I move this up. This If you have the gumball here selected, you can hit hoped and then click on the Blue Arrow going up that we we make a copy in the in the vertical Z direction and let's go 100 feet. And what it did is it created a copy of that line up at 100 feet just by selecting hitting Ault and then clicking on it and then let's say, doing 20 and 20 inches up. So that's one way to do it now. This this way of creating forms is, um this is one way of creating the form, basically is hit selecting those two and going to a loft, and then we can record history That way, we, um, are able to adjust it just by moving it. So let me show you, Let's just do the deep develops, uptight and then hit. OK, and now we have that form there that we just lost it together and the recent when we hit record histories because now we can go here, go to if you if you select the top curve that we just lost it and then click on that on this little park, you're able to rotate and it's gonna give you the direction it's gonna rotate. So it's gonna rule. Rotate counterclockwise up from this to you and we can pick. We can click there and then tell what angle wants. We want 45 degrees so that we have a twisted 45 degree tower, and that's kind of that's kind of cool. But let me show you another way of twisting a tower that might yield a better result. So let's take that same curb, and that's just extruded up in the Z direction. And here we have it. Now, this one is closed and this one could be close to just by going cap and it'll actually cap it. But for now, we'll leave it open. So I just did control Z to undo it. And here we have this box. Now, what you want to do is select. We want to create a rotating rail in the middle. So to do that we go to cage or bounding box. In that way, we create a box around it where we can go from one corner to the other quarter. He gonna one corner to the other corner. And now we can get rid of this box of just created because what? We want this to create a line from the midpoint. So make sure you go to the snaps and you have midpoint selected here and then go down here to midpoint and you'll see that lined glow. And then that's the midpoint of the other life. The reason why we want that is because if I go here to wire frame, so that's the other thing I switched to from wire frame to shaded view. That way I can kind of see the the outside surface. But for now, let's take a look at this and let's go to a command called Twist. Now the twist is going to ask you for an accents. That's why we created this line. This is gonna be the start of the access. It could be there at the bottom or top, but we're going to start a top end of axis is going to be a bottom. The reference angle is gonna be where you going to start the rotation, and then the end is going to be people on the last one. We did 45 cents to 45. And as you can see, we go here. Shea Video. This actually gives us a bit of a nicer form. It's a little bit more curvy in this way. This one's just literally it going right to the top. So I think it depending on what you want, this one will allow you to actually continue editing it and keep twisting it, depending on what you want. But this one is gonna be just one twist that you're gonna have to stick with. So depending on what you want, you will use one or the other. But for now, let's actually stick with this form and let's actually take these. Put him to the side, we can hide them. And now this, sir, form that we can now start to develop and create the building that's gonna have floors, and it's gonna have an outside skin 3. BUILDING FLOOR: Okay, so here we have our base geometry, and I'm gonna change the color to black. And I'm gonna create a new layer. Uh, this layer is gonna be read that way. I know it's right, and it's called my attention. And so I'll have this be the floors, like doing it in caps. But it's all preference floors, and what we want to do is create a subdivision floors throughout this whole form. And to do that, we want to do a similar thing that we did before we do. On board is a bounding box and what we want to do with the bounding boxes. Take this bottom portion and extruded the street surface. So we want to take just that surface and extruded up. Uh, let's say 12 inches, so we'll do 12 inch slabs in between, and then we'll go up about 14 feet, and we could just take that and then a copy vertical and just go from floor to floor all the way up so we'll actually get rid of that top one. See, this is what's cool about being able to design here, and I know is that you can make some cool good decisions at the beginning. So let's move this up about me. And there we go. You can just go ahead and get rid of that. And there we have. Those were gonna be the intersecting Polly surfaces that we're gonna intersect with this other form and that will give us our floor. So let's go ahead and do that. Let's create a new layer and let's make sure that that we can save this information. So let's go ahead and select the form and go to control. See, that way we copy it and we have it on her clipboard. What we want to do now is take do a command called Boolean Intersection and what we want to do select the 1st 1 and then select the second set. And there we have all of those floors right there. But are form is bond. And that's what we copied it because now we can paste it. And there we have the floors or we have the base geometry. And here we have all of the floors that I can now come in here and go to hear floors. And there we have that the floors subdivided in between inside of the building, and we have the first floor with a little bit more height because that's typically what you find in a modern commercial building. So let's move ahead on to the next step, which is actually creating some cool atrium spaces on the interior. 4. BUILDING SKIN 1: Okay, so here we have our form. And now let's go ahead and change the force to back to a different color. And here we can select any layer. And then what we want to do is create the outside skin. Now let's go to do pretty face, face, border, and then we can get the outside curve that make sure to join it or entirely joint. I think it's already joined together. Yeah, it's already joined together, so let's offset this curve outside. So that's the thickness that you want in between the floors and kind of the outside skin. I'm gonna do a 12 12 inch one here, and now we have this curve. Now, this curve, we were gonna want extrude down, but we can't just extruded down because we have this form. So to move it down in the correct way would be to do a sweep to so sweep two rails and what it's gonna ask you is for two rails first and then the cross section. So we're gonna pick, take this one first, and then we're gonna pick this one, and now it's gonna ask us for the cross cross section curves. We're gonna pick the blue one. And once we look at the result will see that it created that skin right on the outside. Now we can take this and offset it, so to give it some thickness for, like, glass. But for now, we'll keep it there and we'll call this skin. And we could change the color to something more, more like glass. And we can go here to ghost it. That way we can see the floors on the inside so we can now move ahead and start creating this structure on the inside, and then we can move on to detail in the rest of the project. 5. BUILDING STRUCTURE: So now let's take a look at the top U S he conceived. We have. This is the form has twist up. But what we want to do is create a structure kind of down here within the boundaries of both of the form. So let's go here to top you and go here to a new layer. We can create a rectangle. We can say its 24 by 24 and we can say its we can grow. That way you can say it's a 20 foot by 20 foot grid line, so we put 20 foot. And obviously, if you have a specific project that you're working on, this is some of the stuff that you might want to put in specific grid lines and things like that. But for today's exercise, this is pretty straightforward, you know, tutorial, just to give you an idea of what are the steps were creating it. So let's go. So I made those copies and the way to make another copyist. You had Ault and you hit the arrow. But as you can see the arrows going up and I wanted to go down, so I hit Ault that way and then I go minus 20 feet here, minus 20 feet. Go here minus 20 feet. And so now I can select right click here on the layer, select objects and see if if there's any way that I can a bit all of those. So we might have to take these and the new them down minus five feet, uh, and then seemed, Let's see that began with this and then with this, So this will go five feet. With this, you'll go minus five feet, and then you can select those subjects and take a look in three D, and we'll see that created them right at the bottom. So let's go ahead and extreme and make sure they have solid. Yes, and then it doesn't matter if you have two input yesterday, so we'll keep that there, and I can delete him if I wanted. If I want to. Let's go here to skin and hide that. Let's hide the base geometry. Let's take all of these and do a bullion difference of B de for a short cut and then select the ones you want to keep first, and you want the ones you want to get rid of you, Select second. Then it's gonna ask you to leave input. We're gonna say no because we want to keep the floor slabs and we'll have the results of all of these columns that, uh, comprised the structure of the building. So it's changed here, too. Structure. And then we can change this to color. And so every time I kind of worked through some, you know, work through something, I will change it back to, like a neutral, neutral color. And then if I want to create something new, I'll go here and make it new and then go to a bright color. That way, I no kind of what I'm working on, and then I'm able to change this once I kind of complete that task. 6. BUILDING SKIN 2: the next step is gonna be to take this surface on the outside. Okay, so now that we have this form on the outside, we want to create the subdivision for the exterior skin. So let's go ahead and hide everything else. Yeah, let's go here and do a bounding box and select the form and go to contoured and go from here from the bottom to the top. And we'll go 10 p. And let's do control G to create a group that way have all put together into one. And next we're gonna create the subject. The points in between each one of these to give it the subdivided look. And now that we have this subdivided lines here, let's select him and go to a command called Divide. So divide and it's gonna ask you how to divide him. And this is this is fine. This works and we'll go, OK, you can ask because how many segments? So go to a deep. I'll go to 20 and there we have those curved those points created along along here. So I'm gonna go ahead and do it on the time lapse and show you how we do it by hand. I'm sure that there's a faster way. But this, uh, this is a way for you to get used to you, um, kind of seeing what it's like to do some of this stuff in rhino and kind of doing it by hand. So I'm gonna go ahead and do that right now. Also, make sure to add this to a new layer that we we have the verticals us something different than the the horizontal ones. So to create a line in between all of these, I'm gonna go to inter plate interpretive point curve. So that's where that's, uh, that's going allow us to then create like, a smooth curve around here. So let's go ahead and, um, de select and he select mid in selecting points and let's move all the way around. - So , as you can see up created these curves that kind of flow with the outside skin. And as you can sense the building, it's actually symmetrical. It's a square building that we've twisted. We can actually just select all of these and let's group them together. And now I'm going to create a diagonal so I can get this. Centerpoint And now that I have the center point, I can rotate so command rotate and then we'll go to copy. Yes, and we'll go from there, will pick this point. Then we'll go to at this point, that will. But at this point, and we'll get to this point and we made our way all the way around form. And there we have our cool outside skin, which we can now also bring back our forms infrastructure and see that we've got a really cool building. I also want to make sure that I keep these just in case. I need him in the futures up. I'm gonna go here to skin C R. V one and then copy it. Do a control. A control. See, That way I can come here to this other one. I'm gonna do control V paste it and then go to skin current too. So it's gonna have to type. Here's the horse onto ones and the vertical ones. And what we want to do now is go to a new layer. Certainly layer here and let's go to structure, skin structure, skin structure. That way we can make that current select the Don It's like the curves here and now let's go to pipe a diameter of a radius of one. Now let's do a radius of three for the ones that between the floors and since I had the curve selected, it actually created it on that same self. That's undue. Let's make this skin current is go here to select objects. Let's go to pipe. Let's do that again. There we have it. Now we can go ahead and hide this one and go to this one and right click Select objects. And as you can see, we select. We still have this bottom one. So let's get rid of that and that's selected. Once again go to type. We'll do the default of three, and now we can hide this. And there we have there we have our building form. And so, um, this is there's so many different ways that you can subdivide this, and you can do you know, other things. But the this is a straightforward waiting to jump in and learn how to create buildings or create any other type of forms and be able to develop them into the structure that can eventually be, uh, you know, constructed. Or it could be used as a concept to jump off onto a different design 7. BUILDING FINAL DETAILS: so these next few steps are not really necessary, but they'll add more detail to your building. So let's go ahead and hide skin that side, the structure and let's hide the outside skin structure and let's go in here and create out scared, and that's kind of blow it up with this. So what I wanted to do is create a kind of like us subtraction from the building and have it clipped the floors and in subtract floors. So I'm gonna go to the said. I'm gonna go fully and difference and then select that. And now we see that we have a eight like an entrance type. Look here on the on the first force and let's go to based geometry. We bring that back, we could bring back the skin. He also bring back the glass, and we'll see that we have a cool kind of atrium like entry here at the bottom. But we also need to bring back the structure. And as you can see, there's some portions of the structure that were that are now hanging and so we can take these and get rid of the once that are not landing with anything. So that's here for this. It's good to go to shaded here, so it's a little bit easier to view kit. And there we have our atrium entry. We can go back to ghost it, and there we have kind of like a nice country here. So this is gonna be our front. And, um and so what we also want to do is create a base. So let's go ahead and do that. Let's create a new layer. Go here to base and let's go to select everything. Bounding box. Then let's explode the bounding box de Select the bottom one So the top ones were selected and then go to delete. And now we can hold shift down. Pull on this to increase the scale and to make it look to make the angle look a little bit better. That's good Properties go here to let's length. Let's put that to a 35 and now we have to the base for the building It now it's just a matter of applying some materials to the various components here, and we can then do render and see what this looks like at the end 8. CONCLUSION AND RESULT: more? No. So this is what that find a vendor looks like and it looks pretty good. We have that outside skin with the structure, and then we have the inside floors. We also have the structure keeping that up. And we created an atrium kind of entry here on the inside. So the steps here, we're pretty straightforward. And they're pretty general, you could always add way more detail. You can always, you know, make it a little bit lighter. But for the most part, the steps that you see here are gonna be useful not just for this, but for many other projects. So hopefully you learn something and found this useful. Let me know if you have any questions or ideas for other videos. I hope to see you next time. Thank you for watching, but