Rhino 3D Exterior Details and Materials for Architectural Modeling | Modern Architecture | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Rhino 3D Exterior Details and Materials for Architectural Modeling

teacher avatar Modern Architecture, Parametric Architecture

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

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

    • 1.

      Introduction

      0:34

    • 2.

      Exterior Material

      7:01

    • 3.

      Surrounds

      3:20

    • 4.

      Roof

      9:19

    • 5.

      Materials

      8:40

    • 6.

      Materials

      7:49

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

42

Students

--

Project

About This Class

In this Course you will learn how to create the exterior details of this base model in Rhino 7 3D.  Rhino 3D is an advanced modeling program, that has all of the capabilities to create architectural construction drawings, as well as complex 3D models.

I will walk you though all of the steps in detail and share with you the project files.  This way you can ensure that you have a file to reference as you work.

Rhino 3D is a bit intimidating at first, but with some experience it can become one of the most useful tools. 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 as well as construction drawings. 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. By the end of this course, you will have a better understanding of how Rhino 3D works and how you can apply it to your specific use case.

These videos are perfect for:

Architecture Students,

Design Students

anyone interested in Architecture & Computer Drafting.

Meet Your Teacher

Teacher Profile Image

Modern Architecture

Parametric Architecture

Teacher

Welcome!  In this site you will find tutorials for parametric architecture and design.

See full profile

Level: All Levels

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: In this video, I'll be sharing how to add more details to our model, like surrounds, outside materials, some roofing details. And then also adding materials from creating just colored materials and some basics. Then adding our own texture and how to deal with that. So let's go ahead and jump right in. 2. Exterior Material: So we're starting with this model and make sure to check the links for this model we're going to be starting with. So we have our route, we have our basic design. Now we need to add a few more details before we go into creating the elevation and some outside views, right? So first thing we're going to notice is we need a landing or somewhere for you to stand on here before you come in. Then we need some exterior materials, possibly some trim around the doors and windows. Then developing here the roof further. So we can have some roofing material, aphasia, and something a little bit closer to what we would see in reality. So without further ado, let's jump into creating the landing here. So we'll go here down to foundation and we can create it on the foundation layer layer, or we can create one here called hard scape. I think that's what we'll do now use caps, but honestly it's just a style thing so hard to escape. And I'll make this my current layer. And then I'll go down here. And what I'll do is I'll create a box. So I'll click on the box components or button here, and then I'll go here to center. And I'll start from the center and create here a three or four foot by four foot square. And then I'll go minus six inches. This way it breaks it down by six inches. And what I'll do is I'll move this out to right where the door is. Now what happens is when you do it from the center, we won't be able to do that. So we'll move this over. And then I'll also go ahead and move it from the centre midpoint to the midpoint of where that doors. Now I'll bring this down by six inches. So this is a four-by-four landing. Technically, you only need three feet by three feet, but four by four is a little bit more comfortable for, let's say two people coming in and out of the bathroom. So with that, we can move on to creating the exterior material. So what we need to do is create a polyline around this. And the material is going to be one inch down from the slab. Or here we see that we have the foundation all the way up to here. So technically on one inch down from the foundation, we can do that. But then there's going to be this shape. So it will start from down here minus one inch and then bring it up. So let's go here to the model layer, create a new sub layer and we'll call this extra material x matt. I'll make that my current layer. Now, I'll go to a rectangle. So I'll go here to a rectangle and start here at the left, all the way to the right here. Now I can go here to offset curve, and I'll offset it by two inches. And depending on what material you want for the exterior, you're going to offset it a different amount. So we're doing two inches to the outside will go Extrude curve. But before that, we actually want to move this down. But move vertical. We can move it up and down. And now I'll snap it to this and do minus one inch. Now I'll take those two curves and I'll go ahead and extrude them up. So go extrude curves. Now select this and subtract the roof. So I'll select this Boolean difference. Elect the roof. And now we can delete the extra material. Now as you can see, we are missing the door and the window. So we do have to go in here and I'll go ahead and just hide the roof, the material, it. Now we're going to create two boxes that we can use to subtract the location of the door and the window. We'll go here to see playing as resurface. Now we can create a box to the corner, extends or to the endpoints. Bring it out and do the same thing here. Now what you're seeing there, the red, the red line is going to be a clipping plane that we have in this design. So we'll go here to show or bring back the clipping plane. And so this way we can see what's going on inside and out. You can hide it for now. It's the clipping plane here. Okay? Now we can select these two, pull them in towards the inside. And now we can go here to all of the other objects that we hid and we'll type in show. Now we can use this and subtract these two. The only thing is that this one is a little bit short, but we need to extend this down a little bit. So we can do scale one-dimension from the top, starting at the top here. And then we can extend this in just one dimension. This way it doesn't change the scale of the door or anything. So now we can use the outside material and subtract using BD or Boolean difference. Tract these two. Now I can select this one and this one and disable or delete it. And now we've basically taken care of the exterior material that now we can change. We'll go here to a different layer color. Go here under ten. Then the second one over. We'll be able to apply a material for this. Now the one thing that we want to also do is make sure that we create little bit of a door and window trim or the doors because right now if we were to render this, it's going to look awkward. Right here where the door and the exterior material mean. Typically there, you would see a frame or an outside surround that can cover that up and actually makes it look a lot better. So let's go over that. 3. Surrounds: So what we'll do is we'll go here to our door and go to a new sub layer where we can create a frame. Now, we'll make that our current layer. And in here, I'll go ahead and create a line segment at the start of the material and work our way all the way around. Back down here. Then we can take this line segment and extrude it out. So we'll go Extrude. And since this is two, well, we want to extrude it more than two, so it's not flushed. We'll do 2.5 inches. Then we'll take that frame and we'll go to Offset surface. This way we can offset the frame. Now those arrows are going to tell you which direction it's offsetting. So I'll go to F to flip the direction of which way it's going. And then I'll go here to three inches. So it creates a frame that's three inches. Now, when oxide say that dusk greet those quizzes. So we do, I do recommend typing in merge all co-planar faces. This way. It means it up and has gifts that geometry looking a lot better than it was before. We could do the same thing to this window. We can go here to rectangle. Now, offset this by three, the outside. Now I can't really see through those windows. Change it from shaded, ghost it. And now I'll hold down shift and I'll add this other line. And I'll extrude this out to here. So go to extrude up to here. Now, we'll go here to show and subtract it. So I'll do this. Select the outside material and Boolean difference, different. And lastly, to make it look more realistic, we do want to round off the edges of these two. So to fill it edge. And then the amount is going to be 0.25 inches. It's going to ask you, what are the edges? Well, if you click on faces or edges, were able to pick the face, that it's going to round off. So I'll hit enter, enter. This looks a lot more realistic and we can subtract also the frame from this outside materials. So Boolean difference, this one. So as we add more and more detail, we'll go here to Arctic. As we move on, we're adding more detail and it's looking a lot closer to reality. The one thing that's not looking too good is going to be the roof. That's what we'll be going into, is adding more detail up here. So it looks more like it would here in reality. So let's go on to that. 4. Roof: So the first thing we'll do is we'll go here to our roof layer, create a sub layer. And then here we will start by creating our aphasia. So what we'll do is we'll go here to extrude curve. And we'll extrude this top to top sides down. Since they're extruding perpendicular to their arrangement here we'll go to direction and we'll go from top to bottom here and just bring it down by eight inches. And that's the size that we're using for this design. Of course, you can use any size according to whatever design you want to create. So we'll go here to off set surface. Or we can also do extrude curve. We're extrude surface. My van will extrude the surface this way by 1.5. We'll do the same thing here. This bay by 1.5. Now, we'll join those together by creating a line segment. We'll extrude this up here, but we'll go past it, will go to Extrude curve. Then I'll do offset surface. Extrudes surface this way by 1.5. Now the reason why I'm offsetting it to the inside and extruding it to the inside is because technically the overhangs have already been taken care of. So if I do it to the outside, we're going to be like three inches larger than what the design we had. And so since this is a clean dimension, we want to stay within that. So we'll move this down a little bit. And we'll copy from this corner to this corner, will actually move it in because we are doing it from the inside portion. So here we have to remove that little bit. Make sure that we're up here so we'll do move vertical. That's why did a little bit extra. This way we can create a polyline where these intersect and make sure to turn off center. Sometimes that becomes really a tricky one to deal with the intersect these points. And then we'll extrude, curb and extrude this solid. Let's do that again. Will create that line segment around that extra part. Now we can subtract it from Boolean difference from the top. We want to do the same thing here. So move vertical. And then here we'll do the same thing. We'll create a line segment to remove this stuff. We don't. Now we can subtract Boolean difference that solid. Now I can take all of this and Boolean difference. The outside patient. Now what I want to do before that is create the roofing material. We'll go here to extrude curb or extrudes surface. Will be extruding the surface not perpendicular to that but up vertically. We'll go one inch. And then up than direction from here to here. And then we'll go up two inches. Then I'll take those and I'll hide them for now. Now I'll take this and subtract it from the patient. So Boolean difference. Now I'll type in show. The last thing that needs to be done here is add the flashing. And the flashing is going to be what kinda covers these two. So let's, let me show you how to do that. We'll go we'll change this to patient, will add a new layer called lashing. We'll make that our current layer. And do Extrude extrude these down. And it's not going, it's always going to do perpendicular. So we'll change the direction from the mid point down, and then we'll go down to 1.5. Now we can select the objects up that flashing. And here's what happened. It turned it into a solid. So I'll go to isolate it. I'll take this and actually explode it. Because what happens is I wanted to extrude it not as a solid. So now I can take these enjoying it and then select it and do offset surface. In this, we're gonna do a very small number, 0.125. Now we type in show. And so that takes care of the lashing. That kinda goes here between the roofing and the aphasia. If we look at it more under Arctic, we see that it's a lot more reasonable. Now, all we need to do is create the roofing here. So depending on what kind of roofing material we can create tiles, we can create many things. But the simple one is going to be a standing seam roof. So what I'll do is I'll take a segment here. So we'll go to Extrude. And we'll extrude all of the sides segments up. Not perpendicular, but we're not yet not perpendicular, but we're gonna go vertical, will create that vector again. We'll go up to one inch. Now we'll turn this into a shell. So we'll do shell or first selected, then isolate it. And now we're going to turn this into a shell, which means it's going to remove some faces and turned it into wireframe. So we'll go to Shell, will go to one inch and remove the top and the back face. Now it's not going to be a solid, which should be fine, but we'll type in show. Then I'll extrude this surface. So we'll go Extrude surface this way by one inch. Now I can move this over by 16 inches. Then tap Alt or hold down Alt and then click here. And then we can do 16 inches again. And so basically, we can array it by just copying the gap and bringing this over here. Now it's not going to be centered from what I see here. But if I create a line segment between here, these two, and then use the midpoint of that to move it to the other midpoint. Let's go here to hold on. I'm gonna move this all the way out here. You're going to see that this is a trick we can use, which is if this entire thing, this is the center. We'll move this from this mid point now to this midpoint. Organize it there, but sometimes I like to move it to the site Crete to reference points and then move them accurately to where they need to be. Which then leads us to our final portion here, which is going to be that roofing part, the aphasia, the material. Now let's apply outside will apply stucco. And then here we'll apply some other materials to make it look a little bit different. 5. Materials: So at this point we have all of the elements that we want to put the materials on. The most important thing is going to be to have them organized by layer. And this way we can apply the material to the entire layer. We can also apply it to an object. And so let's go over those things. First. We'll go to our roof material. So we'll start with the roof. And what I do is I'll turn it off and on to see if everything that I want on the roof layer is there. What happens is sometimes when you have this, where you have the layer as your current layer, you can't hide it. So we'll go here to fixtures will make that our current layer and then hide our roof. And yes, so a roof here contains our patient, which is the outside, then are flashing and then we're going to have the roofing materials. So there's a few things that are not perfectly organized here. But let's get started by adding the roofing materials. So we'll go here to roof. We'll go here to material and click on the circle or here on the material. Now you'll get this layer material properties. And here you can assign a specific material to this entire layer. But what we'll do here is we will go from plaster and we'll change it to metal. Then I'll change the roughness to approximately just hear around maybe around 60%. Then we'll change the color from white down to a little bit like a grayish. Once you hit. Okay, we've created this material and then here we can change the material name. So we'll go here to roofing. Can do roof mat one and we'll hit Okay. Now what happened is since we don't have all of the materials or the objects are within the sub layer, we're not going to get that material. But what it can do is I know that this this is going to be my roofing material, so I'll select it. Then change it to my roof. I'll select, right-click on here and go to change object layer. Oh, the other thing is the reason why we're probably not seeing it as because we are an Arctic, and Arctic only shows black and white. So we'll also change this to our rendered layer. And then in here, we're starting to see that the materials are starting to show up. So now we have our roofing material and we'll start just with basic colors. So let's move on to the window. When I turn it on and off the window, we have the glass and we have the frame. We'll go here to Window, click on new material. And then here it's going to allow us to create a new material. We will go here once again to metal. Then we'll leave that there. You can lower it down to 60 again, you can double-click on the percentage. And we can change it here. And now here metal is okay. And then we'll call this window frame. And I'll hit Okay, and it will change it to that. So let's, you can click on that again and then we can change the color. Let's change it up a little bit, maybe a little bit darker. Now we're going to move into, we've created two materials so far, one for the roof, one for the window frame. Now we're going to go into the glass. So I'll click on here, will change it from plaster down the glass. And then here, refraction 1.2 frosted, that means that it's going to not be able to see through. Here's 100% clarity. We should leave it there. For now. We can always change. This, will go to glass. And we'll call this glass window. And we'll hit Okay, and now it's basically turned it into a clear material that we can see right through. Now. We're going to be creating the door material. And as you can see, we have some things that are not organized perfectly. Like if I turn off the door or not, they are the door is our main layer than sublayers going to be our frame. Let's go back to our rendered material. And under frame, we're going to use the same as our window frame. Double-click here. And under the drop-down menu, I have my other materials that are created. We'll go here to window frame. And actually this is going to be doing the frame, which is the surround. So that is the color that's gonna be. And then the door. We can do, select it again. And then we'll create a new one here. We can pick a different color, so we'll just pick a since we're just doing color, I'll just go to plastic. And we'll go here to reflectivity, will lower it down to 60 again. Then we'll put a specific color on this one. So I'll do a dark brown. Bring this over to the orange, down towards the dark side of the orange here. And then I'll hit okay. That takes care of the door material. Now let's go here and hide our roof or ceiling. And so we've done the doors and things like that. Now let's move on to doing the foundation. Then we'll do this stucco. So we'll go here to show or bring back the stuff that we just hit. Now we're going to do the outside materials. We have the exterior material, which is this one. Now I'll go ahead and click on that circle and do the same thing. Now, we have other options here. We're going to just be doing color for this, for this one. And we'll do a plaster. The color we can change. So let's go here to a brown. And I like to do more of like a beach. And then we'll hit Okay. Now it does say plaster. So I do want to change that from here from plaster to exterior material. And lastly, it's going to be the foundation, right? So we'll go here and foundation. And obviously there's going to be other ones that we can add onto. But for now this is going to be kinda getting started adding materials, creating the 3D model and kind of moving forward from strictly two-dimensional now into 3D. And then we'll get into documentation for construction documents. For now, let's go here and add a instead of plaster. We'll go to plastic. We'll go here to 60%. And we'll change this up to a gray. Then we'll hit will go here and call this foundation for concrete. And then we'll do the same thing to the heart scape. So select that layer drop-down menu. And here we have Foundation. I didn't notice that our door, I have it as plastic, so we'll call this door material. We'll make this a little bit not so red. Okay. So with that, we've basically added materials, but these had been only colored materials. Which is okay, It's great to get the concept down, get the colors that contrast and those things in. And then you can play around and change the materials, change the colors, change the contrast depending on context and other things, right? So with that being said, I'm going to now move on to adding more realistic materials and show you the techniques for that. 6. Materials: The most important thing is, let's go to Google. And here we're going to first want to look for a material. So we'll go here to stucco material. And there are places where you can find a lot of textures for free. Google of course you can find some. But if you don't like the ones that you find on Google, there are websites like p, v are materials. And then in here there's something called free PVR. There's also ambient CG. And in here we can explore some free materials. So we'll go here to stucco, or we'll go here to foster. And then we'll pick one that we will go to this one. And I'll go here to poor K and just download it. This is the way that we can import an entire material here inside of Rhino. So we'll go to materials which will be here on the right-hand side. But if not, you can type in materials and you'll get the pop-up here. Then you can do a create a new material and import or create physically based material from texture files. So this is PBR materials and we can create it just by doing that, selecting that one and going to the downloads and just uploading that last one, the plaster, we'll hit. Okay. There's going to be some that are not going to work. But when you hit Okay, you'll actually see that material show up here and take a few seconds for it to show up. So once it does, it's here. Now I can select this, right-click on this one and go to Assign to objects. In a second, you'll see that the plaster material has been applied to the object. And so this is how you can get high-quality, really good looking textures from free resources like ambient CG. Download that file and import it here under plus a physically-based texture. But let's say you couldn't find one like this and you want to use a different pattern. So let's go here to abstract pattern. Here. I'm just going to download one of these and I'm going to apply it to the wall and show you that you can apply any texture doesn't necessarily have to be things that you download. It could be, you can create it yourself. So we'll go here to this one. And I'll download, save image as, and I'll save it here on my desktop. Now what I can do is in here, I can go to a new layer. So I'll go here to the plus sign. Then we'll go to create physically or custom material. We create a custom material. This is going to be the pattern material. Now here under color, I'll go to drop down menu, and I'll go to assign texture. And when I find my desktop here, Let's go to the sun. And in here, we're going to find important material from library. Now it's gonna be this one here under color. That's what it is. Not under this color, going to be under color down here, we click on the assign texture and now we can find texture on our desktop. Oh, I think I see exactly the issue is that this image is actually not a J peg. This is, we'll use this one. So now with that, we can create a new material and that's actually what was causing the issue before. So with that being said, we can create that custom material, select this, and then right-click here and assigned to objects, or we can assign it to an entire layer. Now the cool thing about this is that you can apply anything so it does not require too much work to make something look kinda crazy. But the one thing that's going to be critical is for you to be able to scale the texture depending on what you want it to look like. Let's say this wasn't the pattern that you want it. You want it to be a lot smaller and tighter. Well, this is where you would go to object texture mapping. This is going to be taking care of the texture on the surface. And then in here we're going to go to apply box mapping. This is a critical portion. Then we'll go to bounding box enter, enter. And that is because this is a square box. So it's going to project it using a square bounding box. If this was a circle or a sphere, we would use a different texturing mapping type, right? So for now we're using the box mapping. And now in here, once we've done the box mapping, down here on the X, Y, Z size, we can lock, decrease the size. We'll go here to 50. Whining, right? We can increase the size depending on this. Now if you don't care about the size too much or you want it to stretch out more in a visual way. Here at the top we have show mapping. They will actually show you this is the box that of the texture that is being projected onto the wall. So if I hold down shift and I scale this up or down, I'm able to visually scale it to see what I want it to look like. And this is going to be critical for other things like bricks would, slates and things like that. This is where it's going to be critical. For the most part, I wanted to just show you, get you started and show you various techniques to get up to this point and then apply some materials. And then later on we'll be getting into creating the elevations which is going to be supercritical. Also hopefully that was useful. Let me know if you have any other questions, I would love to answer them for you. I will have this model available for you to download and take a look at. So make sure to check that out. Thank you very much for being here. I hope to see you next time.