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.