Transcripts
1. Introduction: In this video, I'll be
going over how to go from a floor plan to a 3D model
that has foundation, walls, openings,
fixtures, and a roof. Now, I'm not going over how
to detail it completely, but I am going over how
to take a floor plan and changing it from
a two-dimensions into something that is workable, useable, and that you can further develop into having all the details that you want. So thank you very
much for being here. And let's go ahead
and jump right in.
2. Walls and openings: The first thing we'll do is
take this plan and we're going to organize it because technically this is
only two-dimensional. So this is the drafting portion. Now we're going to go into
the modeling portion. What I'll do is I'll
click here on new layer. And I'll type in drafting where you can call
it 2D or drawing. What I'll do is I'll select from the hatch all the way
up to the default. And I'll take all of
these and I'll click and drag to the drafting layer. This way it creates a sub
organization of the layers. And now we can hide it
by using this toggle it. Not everything that is drawn or drafted is going to be under
this drafting layer. And now we're going to create
a new layer called model. Now we can make this
my current layer and we can hide the entire drawing. This will make it a lot easier
for us to draw and create the 3D model without having the issue of selecting some of the things that
we have here drafting. So I'll go here to lock
or hide in this way, we can now work with
this as a reference, and we can now start
with the model. I'll click here on new sub
layer and call this wall. The cool thing is
that we can have two wall layers that
have the same name, but as long as they're under
a different layer header, then we'll be able to
organize it this way. And so this is
going to be modeled dash wall and this is going
to be drafting dash wall. Now what we'll do is we'll make our wall layer,
our current layer. And this is where we can now go. From top two, we'll go double-click and it will go
here into perspective view. And we'll rotate around
to see our drawing. Now, typically you might have that here inside
of your viewport, but I sometimes keep it out here because I don't want the
grid to get in the way. This is just something
more personal preference. Now let's move into
creating the walls. And I'll show you two
different techniques. One, that will work
really well if you are very careful and have
your walls really clean. And the other method
that you can take, if, let's say your walls are not perfectly organized
and they're not close. We can take the other steps, so let's jump into that. So first thing we'll do is
now with our wall layer. What we'll do is
we'll go here to our drafting and will hide everything
except for the walls. This is what I meant
by if you have things clean and organized, you will be able to
select the walls. So I'll go here to
unlock everything. And I'll select the walls. Sometimes on, Let's
see here I think we have 21 on top of the other. So now this should be good. Now with one, with this, sometimes you won't
have the joined, like I have it here. So I will type in explode. So you can see
that sometimes you have them as individual lines, which is totally fine. What you want to do
is select everything. Now I don't want to select this one because
this is going to actually also an
issue when I join it. So I'll actually select everything and hold down
control to de-select this line. Now, I'll type in join. So now that those are
selected, I'll type in join. And here at the top left, it has to say one closed
curve or a close curve, or multiple closed curves because if they're
not close them, you won't be able to
extrude them as a solid and that will cause
issues down the road. So what I would say is, if they do say one closed curve, which will be the case if you're careful and make sure
that there's only one set of lines for all of
them and that they're all touching from start to end. Now I can type in, like I said, join and it says it's
going to join it into one. Now we can take this.
Here's the thing. This is still under
our wall layer. Here. What happens is we want to make our model wall layer current. And we'll type in extrude
curve because that's a line. Now make sure here at
the top that says solid. Yes, delete input. No, because we want
to keep that line. And that should be good. Now I will take this and
I'll extrude this up, this up by nine feet. I'll type in nine feet. By default, you will have
this under wireframe. So when you right-click
on perspective, it will say wireframe. If we go here to shaded, now we see the solid
planes of that 3D model. This already gets us a long way. We're creating our
elevations because it's creating all of them
at the same time. And later on we'll be able
to extract those lines, to be able to create our
construction documents. For now, we'll take
this and we'll start creating the openings or the
headers where the door is, because as you can see, we have a gap here. And that would also be the
case when you're building it, is sometimes you build up these walls and then you
put the headers across. So let's do that. First. We'll go here to a new layer. I'll call this door. When you're trying to think
if it's going to be window. We'll keep it here
under Window door. I'll make that my current layer. And I will create a box
starting from this corner, this corner up by eight feet. So this is an eight-foot door. Now, we want to
create another box from this corner to this corner, which technically you can go
up to this corner because since we started at this corner, it keeps it on that same plane. And then up to this. Now we can take
this right-click on wall and go to
change object layer. And now when we make
our wall layer, the current layer and
we hide the door, you've basically
created this header. Now we want to do the exact
same thing to this door. But what I'll do is this door is going to be a shorter door. So I'll turn on my door layer and they can even
change the color. So let's go here and
change it to brown. And that also helps visually. So we can see the
different elements that we create inside
of the 3D model. Now we'll go here to door. We'll create a box
starting at this corner, ending at this corner, and up by six feet, eight inches, which is the typical the smallest
door size that you can find. Now that we've created the door, now we can go to the wall layer rather than changing
it later and creating another box from
here to here and up the top. What I want to do is create a header that
matches this one. So eight feet tall. So rather than creating a door, what I'll do is I'll
create the header by starting, creating a box. Starting here at this corner, ending at this corner. And since I don't have
a reference of a door, it can actually go here to this one or go down by one foot. But this way you can see that
it'll match to that height. So we've basically created the overall form
of this building. And we can move on to creating
the rest of the details. But before that, we'll do. What we'll do is we'll hide the door and window
and select everything. The selecting this line. I'll go to BU for Boolean union, which will take all of these solids and put
them all together. Now I can do merge
all co-planar faces, which will get rid
of the creases or the lines that were here
when we joined it together. So that's one way to
get your model really clean and ready for
our next steps.
3. Foundation: Now let's move on to
creating the foundation. Typically the foundation will
be detailed by an engineer. But if it's going to be a
small standalone structure, there are certain minimums that you want to stay with them. Like I said, of course. If it's something
that's not typical, you do want to confirm
with an engineer. So what we'll do here
is go to a new layer, create a new layer, and we'll call this foundation. So I call this F and D N. Make that my current layer
and do a dark gray color. What I'll do is I'll take a box. Now go from this
corner, this corner, and we'll go down the
depth of the foundation. We will just say two feet. And I'm doing two feet
and it's doing it up. So I actually want to
do minus two feet. We wanted to go down by
two p. Now I'll type in. We want to do is know how wide our puddings
are going to be and how deep our slab
is going to be. What we'll do is we'll
duplicate face border, which will give us the
edge of the foundation. So do F for paste border, and I'll select the bottom
one and I'll hit Enter. Then I'll do offset. And due to the inside. So it's over upsetting. So I'll do two
feet to 12 inches. This. Then I move up, move vertical from here to here. And then move this down. Minus five feet or
minus five inches. If that's how I pick, the slab is going
to be five inches. Now we can take this and do extrude or making sure
that it says solid yes, delete input know is fine. Now I can extrude further
than the foundation. And I'll select this to be d for Boolean difference,
then this one. Then I can select this
one and delete it. And now the last detail
is Chamfer Edge, which will use the chamfer of four and do a chamfer of
the inside edges here, which is typically wouldn't
see that in reality you will, you would see is that
the foundations, sometimes the edge
is not perfect. So that's kinda what that shows. That takes care of
the foundation. Now, let's move on
to the next steps to further complete this model. Now in this part we'll
be creating the roof. And there's a few steps I would like to take
to make sure that everything is accurate
and that yeah, that everything is accurate
for the most part. So what we'll do is
we'll go here too.
4. Roof: Model, create a new layer
and call this roof. I'll make that my current
layer and change the color. Something maybe like Brown, something different than
black or the brown here. So what we'll do is we'll go to a clipping plane
because we first want to visualize a section of it because that's going to be the best way of creating that roof. So we'll go here
to clipping plane. When you type in clipping plane, then you're going to
go to vertical. It. Now we can create
a section across. As you can see, this
will help us get an idea of what the backside, the front side, in which way
we want to slope the roof. For this exercise,
I'll be sloping it from the front to the back. And we need to pick
a specific pitch. So I'll be showing
you those steps we want to do now is go to this clipping plane and we'll go here to
disable clipping plane. Now, we'll type in or go to a polyline and create a line segment on the ground where you
want the section taken. If you want to take
up that same place. That's fine. I'll create one right next
to that clipping plane. I'll do that using
the top view port. So I will go to top view
port, create a line here. Now, I'll go here to perspective and see that it's
basically been created. You're on the ground. What I'd like to do is
actually move this down, making sure that it's
kind of passed the model. And I'll go here to
extrude curve up. The reason why I'm doing
this is basically I'm going to get the intersection between
the plane and the model. This way I can model
the roof right here. So what I'll do is
go to a command called intersect two sets. The first set is going
to be this plane, and the second set is going
to be the model or hit enter. Now, we basically created a section that we
can now work on it. What I'll do is I'll go
here to the right view. I'll make that my current layer. And then here I'll
type in isolate. What this will do is it'll
isolate that section that we just created on
the roof layer. And now here on our right view, we can basically start
drafting our roof, a roof pitch, right? So the other trick
is going to be to zoom to the extensive
what is visible. We'll do z, a for all, and then E for extents. Zoom, I'll expense. Now here under the right, I can start drafting the roof. So we want it to slope
up from here to here, and we want an
specific overhang. Now, the important thing to
know is the spring point. If it's sloping up this way, we want the line to start here. And then from there we can offset the thickness
of the roof. What I'll do is I'll start
here at this corner. I'll go up six and over 12. And so this would
create a 612 slope. Then now I can delete
the reference. And this is going to be that line that goes
all the way down. I'll take this an offset it by the thickness of the
structure of the roof. So I'll go offset. I'll do 5.5. And then here we need to create
an expansion of the wall. I'm creating two lines here. And we can extend it out
to basically to this line. So we'll go here to extend. Next. What we need to do is take this and offset it
or the overhangs. So we'll go offset four
inches and then offset here. The overhang and the front. Now, when we did the
intersect two sets, it actually gives
us a line that is joined by need to explode it. And then take this and
offset by two p. Now I can take this and go to extend and take these
and extend them out. And do the same thing here. So now I can extend
this line out. But for the most part,
the reason why we created this was to see. The roof slope
that we were going to create and having the
overhangs to be accurate. So 12, year 24 here. Now what I can do is go
to fill it radius of 0. So that will join those edges. And technically now
I can take this and just delete that because
we don't need it. And join this. I'll go from right to the perspective view
and type in show. Now we've basically
created the form. Now we need to go to top view
and go from here to here. The way to do that is we
need to turn on project. Otherwise it's going to shift the location of
where it is located, will go to Project. Move and move it
from here to here. And we can see here on this
view that it's looking good. Now what I can do is
take this and move it out the overhang,
the side over n. So we'll do six inches. Now we need to extrude
it all the way out to here plus six inches. So one way of making sure
that we have that correct is, let's take this and let's get
rid of the clipping plane. Now we'll take this and go to mirror relative
to the mid-point. And either locked these together or we can
just take this and extrude and they will excrete
it out to that location. This is shed roof that we'll
be creating for this design. Now, the remaining
part is going to be to go to the wall layer. And we'll go to Extrude curb. And we'll extrude or
extrudes surface. And we'll extrude this top
surface up past the root. Then we can take
this and do Boolean difference and
subtract the roof. Now if we take a look, let's go back to I'll create a new layer
actually and call this clipping plane or CP, and make this a red color. And do the clipping plane again. Clipping plane vertical
from the middle across. And we can take this clipping plane
and also rotated around to see how that's
looking on the inside. And so depending on whether
you want the ceiling to be open or you want it to have to not be open to
have like a ceiling here. We can do that. So let's, let's adjust that and
just have that as an option just in case
we want to use that. So we'll go here
to roof the roof. And we'll also take
this and we'll hide it. So Control H. Then I'll
go here to a new layer. Call this CLG for ceiling. And create a box
from here to here. And then we'll go up by 3.5. It could either be 3.55.5, but it also depends on
the span and the size. This is a fairly
small structure, so I'm using smaller dimensions for some of the rib structure. So now we'll go to show we'll
bring him back the roof. And technically, these would
be subtracted from this. But then what happens? So if we subtract, we don't technically need
all of those openings. We just need the openings
here and then have this area above the
completely open. Right? So if this is the case, then we wouldn't
have all of this. We just have this one open
thing and then we can have the mechanical equipment above with exhaust and
things like that. Or if I go back, you can have it open like
this and have some windows in some natural ventilation
coming out of the back. But I think that
might be better. Leave it like this. But we
can also have that option. So I'll take this Boolean
difference and actually subtract the outside forums. So this way, if we do want it, we can bring it or you can hide it just by
hiding that layer. And so this also comes down
to a lot of design, right? Let a lot of design
decisions that you make, that you might want
to have different. But for the most part,
these steps you'll be, some of these steps you'll be taking for any
design in general, like extrusion, intersecting objects and
extracting information. Now with this, we
have our base model. I'll hide the clipping plane. I'll hide the roof. And this is going
to be a shower. So I'll actually go to
Foundation Data Box and bring this up
maybe three inches. Kind of creates this
little portion here. Next, what we'll be doing now is creating the interior portion which is going to be the vanity. We're going to have the toilet, we're going to have the shower. And the reason why I designed it this way is because
I want the toilet, which is the part that
smells the wars to be completely separate
from these two, which are more of the
sanitary portions where you shower and
you wash your hands. So that's the approach
that they took the design. And also this is a module. And the reason why
I put the door here is because then we can technically copy these
over and over this way. We have in the back
all the water, right. So if here's the shower, here's the sink, and
here's a toilet. Well, if our utilities
are going to be out through the back and this would be a really cool
and very clean way of kinda camping or having an
outdoor bathroom to share. So what I'll do so undo. And we'll come back
to this portion. And now I'll be bringing
from another model that I have all of the things that you'll need
for this bathroom. The reason why I do that is
I don't want you spending the time going and trying to grab all of these things when
you can download them and use the ones that I've
provided for this exercise. The check the links below for the model that you'll have as a reference that you
can copy things in. And so that's what
I'll be doing, is bringing in the
rest of the stuff. I'll copy it here to
the side and then show you how we can build
upon what we have here.
5. Door and windows: Alright, so I brought
them in here. I brought them in
from another project. These I created myself. This one I downloaded from CG trader and it
was a free model. And so was this one. And I worked around. I created that one
end also though. So you shouldn't have
any issues using these. I want to save you
some time from having to go search
through those. But it is important for
you to know that there are resources out there
like CG trader, where you can go download 3D models and it's super useful. So one of the tricks I like
to use for moving objects, like let's say a toilet or anything that has a weird shape. I'd like to click on it. Well here two fixtures, and we'll call these fixtures. So I'll go here,
change object layer. All of these are fixtures. What I'll do is
I'll select this, make fixtures layer,
my current layer. And I'll go here
to Bounding Box. Now that I've created a
bounding box around it, I'll select this,
go to M to move. And I'll move it
from the back middle to this back middle, which will basically center it. And now I can select
the box and delete it. And what this will do is if
we look at it in top view, it will place it perfectly
here in the back. Now we can click on this green arrow and
do minus two inches, which will move it
back by two inches. Now we've basically
created the toilet room. Now we can move on to
working on the shower. Now the next one is
going to be the shower. And what it'll do is
something similar. I'll select these two
and have them spaced together to a good and
a comfortable location. Do bounding box, select
hold down Shift and select it with the box From the top. So you always want to reference what's most important
and what's most important for me is to know the location of the shower head. So if I bring put
the shower head at the ground and then bring
it up by seven feet. Well, that will locate
it where I want it. Next. We're going to bring this in. And this is very similar. We'll do this bounding box. Select this and move it from the back center too,
the back middle. Now I can select by clarity. If I move that up by 30, the bottom is that 30. This is about I think four
is the 34th should be fine. And also the sink could be larger and could
have other features, but I kept it fairly straightforward where
it has a mirror, it has a sink. And so now that kind of takes care of the
fixtures, right? So let's bring back
the roof up and show. Let's go to CP for
clipping plane. And let's move this back again. If we look at it
also in Arctic mode, we can see that the
details are there. Here is one of the things I want to, I want to talk about, and I think that it is
a critical thing to consider is if this is
going to be a shower, it is okay that we create the wall's going down
to the foundation. But the best solution in my
opinion would be to raise the foundation and have a small stem wall here
where the wall sit there. And it creates a gap so we
can clean the floor and clean this place without it possibly going in between
the sill and the foundation. So we'll do that as an
option here on the side, we'll go to shaded mode. I'll take this, move it over
and tap Alt to make a copy. So go to Alt, click and drag, and
you'll see a plus sign. Now what I'll do is I'll take the walls are
good to isolate. Then go to Foundation and
extrude the bottom wants up by. Four inches. But the other
thing we can do is offset. So we'll just go here to
extrude surface up by four inches and then subtract the walls
from the bottom part. And then here, the
other critical portion is that we actually want this is more
for construction, not so much for the design, is we want to leave
at least two inches. We'll go to Extrude surface
at least two inches here to be able to
build out the wall. Because if you do the foundation
all the way up to here, sometimes the door
framing size is smaller or larger and that will cause issues when
trying to install. So what I'm doing is
Boolean union and extruding this down here. Match properties to the wall. And then boolean union, then merge all co-planar faces. And that's going to
be the cleanest way to create that opening. And same thing we'll do here. So Extrude surface, this
surface n by two inches, and extrude surface
this by two inches. Select the foundation
Boolean difference BD to subtract that portion. And then those,
we select holding down Shift and then match
properties to the wall. And then boolean union with the walls and then merge
all co-planar pieces. I went fairly quickly,
but I wanted you to see all of the steps in order. And this is when we have
when we type in show and hide everything except
for the foundation, we see. So I'm hiding everything here. We see that we have everything clean and they
would pour this foundation. So we'll take this boolean union and then merge all
co-planar faces. So they would pour
this all the way up. And then here there would be a small small wall and then here there's
going to be the shower. There would also be a small
depression here going down. Also drains for the toilet and then it drains for the sake. I'll type in show
and just showing you here two different options. The other thing that is critical is let's add some of the detail to one of the doors so you
can see how that is created. Then we'll also be creating
a small window here so you can see how the details
fairly similar to the door. So let's start by
selecting this one. I'll type in isolate. And when we create door, there's going to be a few
things to keep in mind. One is that we
have a door frame. So that's the first thing that
we'll do is type in shell. And that's the
technique that I like to use is when you
type in shell, it's going to ask you what
basis you want to remove. And it will three the shell
of the original object. So I'll go here to one-inch. Now select this
face, the bottom. In this back one. What will happen is it will
create a frame because we removed all of those spaces and kept one inch from the side. Now the next thing that
we'll do is create the door. And for that, we
can take this line back here and go
to Extrude curve. We can extrude this curve, but as you can see, it's
moving to the side. We can change directions
by clicking on direction. And you can click and
read a new direction. And the songs you
have Ortho one, it'll snap you to the x
and y-direction here. I'll go to that side. Then I'll take this and go to Extrude surface and
extruded n by two inches. Then what I like
to do is depending on where I want it to swing by, wanted to swing open from
hinging on this side. Then I can go to rotate, pick the side that it hinges on. Create that reference here, and then rotate it
around this way. Then I can take this and
do match properties. Do the door, door frame. And that basically creates
the door frame and the door. That's more of like a very
basic rough model of it. That's how I create my doors. And later on, this is only kinda like the
walls that are wood. We technically don't have any
materials on the outside. We don't have any
materials on the inside. And therefore, we don't have
any trim for the doors. This is just showing you one
of the steps that they take. We're creating the basic doors. And later on we can come
in and add detail to the doors depending on what style we want
this to look like. So now what we'll do is we'll hide the roof, but Control H. And what I'll do is I'll take this back side and I will
create a window there. So I'll go here to the
my window door layer, make that current, then
duplicate face border. I'll duplicate that. And then I'll offset that by
four inches to the inside. Now I can take this line, this curve or this rectangle, and then I'll do extrude
curve to the outside. I'll take this and do
Boolean difference that inside portion
where that solid. Now what I'll do is I'll
create a solid again by extruding this
bottom surface up. Since I have project on, that's one of the
things that I would be careful with is
when you have it on, sometimes I keep it on and
it projects things down. So now with this one,
I'll type in isolate. And now we can go ahead and
continue creating the window. The window, it's a little bit
It's similar to the door, but we don't do
shell or the bottom. We just do the
front and the back. Now we can do that again. We'll do extrude
surface up by one inch. So this is going to be a, C, a vertical slider. So it moves vertical. This divides it in half. Technically you want
from the middle. So vertical from the middle. Do this midpoint. Now I'll be extruding,
extrudes surface. It's worn down the bottom and this one will be scaling it. So we'll do scale in one-dimension from the
middle to the outside. We'll do one inch. Then we'll do shell
again to remove. And so this is the outer frame. This is kind of what
holds the glass inside. Now we can create
the glass plane. Let's go here to extrude curve. We'll extrude this curve up. Now under window and door, or create a sub layer
called the glass. And change the object
layer to that. Of course, sometimes it's us to give it a different color. What happens is this plane
is all the way to the back. So we want to go
minus 0.5 and then do extrude surface with
our glass layer. And we'll do 0.25 inches. Yes, it has a little
bit of thickness. Will take these two
and do copy vertical. And we'll copy this
vertically to this one. We've created kinda like
this double hung window. It has this middle frame, but we can also stagger them so they can bypass
each other here. And now I'll select these
two control G to group, then type in show here. And so now we have
basically created this window up here
and this door. Now if that's not the
style that you want, we can also change that around. So I'll go here to isolate. And I'll actually take this, copy it from here. The other one. Pick this Boolean
difference, the window. Let's get rid of all
of the other stuff. Now I'll take this and isolate. So I'm not looking
at anything else. Select this Control
Shift G to ungroup it. Then delete that middle part, delete this, and then hold
down shift and control. In this way, if I select
from left to right, I can select just these
portions of the model. And it can do move
vertical, move this down. Here. We can also recreate
it, extrude shell, and then extrude this
again as a single object. They can do Control G to group. Show here. So those are two options. I went through this
one fairly quickly, but since we already had
created most of this model, it was really easy
to do that and also created the door or
that entrance portion. We can also add a
window and that would also help add more
lighting to the inside. So hopefully that was useful. An additional part that I
didn't have to the original, but I definitely wanted to
incorporate to this tutorial.
6. Conclusion: So clipping plane, vertical. These are two different
ways of achieving the same design with
different features. Keeping in mind, let's say if we're trying
to clean it or if this is trying to be
like outdoor structure, that's the approach
that I would take. So please let me know if
you have any questions, I'll have the model available and a few other things
in the comments below, make sure to subscribe
for future content. I do want to follow up
and do other designs. These are more
straightforward to get you started if
you've never used Rhino or kind of drafting
and creating your designs. So thank you very much for being here and I hope to
see you next time.