Rhino 3D Wall Building Techniques 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 Wall Building Techniques 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.

      Intro

      0:50

    • 2.

      Straight Walls

      12:58

    • 3.

      Curved Walls Example 1

      5:21

    • 4.

      Curved Walls Example 2

      18:40

  • --
  • 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.

124

Students

--

Projects

About This Class

In this Course you will learn how to create a Bathroom model from a 2D floor plan 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. Intro: In this video, I'll be going over various techniques for creating walls. Will start with straight walls. Then we'll get into some curved walls and some scenarios that are a little bit different. All of the steps I'll be going over here. Thank you very much for being here. These videos are perfect for architects, students, engineers, or anyone that wants to learn how to use Rhino for drafting, 3D modeling and sharing their designs. If you enjoy the content, make sure to give it a like and subscribe for future videos. Thank you very much for being here. And let's jump right in. 2. Straight Walls: First thing we need to do is organize the information that we have. So I have this floor plan and I'll go here to a new layer and call this drafting. And then I'll create a new one called model. I'll take all of the drafting layers and place them under the drafting layer and hide it. This way I can lock it, but it can't lock it because I have one of these layers, current. So I'll make model my current layer. And now I can lock that this way. I can create a sub layer, make my wall layer it. Now we can start creating my design. Now, what I'll be doing here is creating the line segments here. So the trick that I like to use is creating a box. So you can either type in box or click on the box component. And now we'll go from, well, first of all, let's keep in mind that objects snaps are really critical to keep in mind. Let's turn off the ones that we don't need, the ones that will cause issues. So I'll turn off. Say perpendicular is fine, mid point near, we don't necessarily want. And the reason why is because we want to go from here from this corner to this corner and then go up nine feet. If it looks like this is because it's under the wireframe. So I'll right-click here on the top-left. Go to shaded. And I'll continue on creating the walls here. I do like to keep in mind which ones go first. So I'd like to do the main ones, the ones like this. And it doesn't really matter how clean you make them, because we're going to put them all together at the end. So technically, we can just go here from corner to corner to build up the walls from the 3D model and will be snapping here to the end points. This way we can create the floor plan as it was created in two-dimensions. Logo here, and point. And point. So that is one of the approach that, approaches that I would take. If you don't have all of your work super clean. This way, we can take all of this and join it together. But first, let's create the door size. We'll go here to another box from this corner to this corner. And I'll go up by API. Then from this corner to this corner. Now go up by six feet, eight inches, then creating another extrusion. So I'll go to Extrude surface and I'll extrude this up to here. And extrude this up to here. So we can use as the doors. We'll go here to a new layer called its door and change color. Select them. Right-click on this layer, change object. Layer. Not copy, but change object to layer. And now here we have the shower, which we can leave it fully open. But what I'll do now is right-click on wall, select objects, then do BU for Boolean union. Put all of those together into one solid. What happens now is that we have something called a crease, which is where we joined it together. So we'll type in merge. All will play in our faces. And now it cleans up all our work and kinda takes care of cleaning up that work there. So next, we'll be creating, doing another method of creating walls that is not like this. So I'm gonna be showing you a few techniques. You can use them in combination depending on what situation you're in. When you're trying to do your 3D model. What I'll be doing is taking all of this and moving it to the side. Now, doing a different iteration with a different approach. The approach on this one, I actually want to hide everything except for. I want to hide the dimensions. And now let's say your line work was not to clean. One way to bring it back and get it super clean is to, I've been curve Boolean. When you type in curb bullying, it's going to say click inside the regions that you want to keep. So when you click inside a region, it actually builds that curve within the boundaries that it finds. That won't work if you're, let's say one of the curves is not closed or if it's not intersecting, it will give you issues. But for the most part, this will work. If your walls are close, then, then you'll hit Enter and it'll create that line work. And now we can do this, Extrude, extrude this up with our wall layer. Now, we can basically recreate hop here by creating a box and bringing it down to this height. And then doing the same thing to the front door. Now doing boolean union and merge all co-planar faces. So that is the other, the other approaches using curves, Boolean. That's a trick that I learned from one of my students. Curb Boolean. It's actually one of the most useful things that you can use now. So with that, let's go on to this last approach of creating walls. This approach is going to be creating a polyline. So for this one, I want to create a new layer. We'll just have it be layer one, and let's change the color to red. Now we'll be creating a outer line. We can extrude this outer line up. So extrude curve up by nine feet. And then type in shell to remove the top and the bottom and create the outside walls. So we'll go 3.5 and remove the top and the bottom. Next, we'll be creating this portion, which will be reading a box from this corner to this corner up here to here. The approach is going to be creating the entire solid first. So all of the walls first by creating shell and then building out the rest and doing boolean union merge all co-planar basis. Now what we need to do is actually hide that wall. Now let's bring in an extrusion. So we'll go to a box from here to here, will go to Pete, or six feet, eight inches. We'll do here. Now here we will type in show, will make bring back the wall. And we can do Boolean difference to subtract the doors. Rather than building up the walls were actually just subtracting the door. Where we have the shower opening. You can create an opening like eight feet. Now we can type in show and then subtract this Boolean difference. This will type in show. That is another technique to create the walls. There's actually one last one that I want to share and that is to create the polyline. It's going to be similar to this last one, but a little bit different. So let's move this over. And I feel like this one you guys will like, because I feel like this is actually one of the cleanest ways to do it is creating. We have the outside line, which I think we already have here in red. Then we want to do this inside portion. So the spaces are going to get a polyline. So I'll go to polyline from here, here and work my way around the space. And C to close. And then I'll do this one. So now we've created basically the perimeter or all of the walls. All we need to do is remove the doors. So what we'll do is select them here. So select that outer one, holding down Shift, I'm selecting the other three. Now I can take this and do extrude at nine feet. And that creates a perfect set of walls that we can now hide. And then here six feet. And I even realized that this is wrong. This is supposed to be HP, not 26. So that's something that's wrong on that plan. So we'll type in show and we'll select this and type in Boolean difference. One of the ways that I save a little bit of time is instead of typing in Boolean difference, they type in BD while having the object that I want to subtract from selected and now hit Enter. It'll say which ones you want to delete from, subtract from, and I select these two. Then I hit enter, and now I can take those and either delete them or change them to the door layer. Do the same thing for these walls. Let's go from here to here, will go eight feet. Now I'll type in show bringing this back and subtract it. So Boolean difference. Then to quickly change it to another layer or to match something else I'll do match MA, or match properties. I'll select this. And typically I have all of that because that's the easiest way for me to do it. It's making sure that everything's on and if I don't want something copied, then I'll just de-select it. Coca-colas. I feel like those were really the methods that I use and I use them interchangeably depending on what situation. And then so that is why I wanted to go over some of these. Hopefully you found that interesting and useful. I feel like some of these techniques can be used for so many other designs. And I've had many students at our help with privately through tutoring. I've had many students ask me like how do I do well, so how do I do doors? How do I do these things? And I feel like this is a very good exercise to learn those basics. And from there you can move on to other techniques that can further enhance and help you build things and a little bit more efficiently. 3. Curved Walls Example 1: Those techniques that I shared with you are mostly four walls that are linear or that kind of run along the x, y, or our street extrusions. But this one, I want to show if you have a curved wall or something like that, the approach that I would take which would be different than the ones that I just showed you. So first let me start here by going to a interrelated curve. And I'll just be creating something like this to create a wall section. Then I'll take this and I'll go to offset three. I'll be offsetting. Just buy a unit of three. It doesn't matter what size we're making this. So we'll go ahead and head and connect the end points. Now select those type in join. And then extrude curve. Then we'll just type in ten feet. Would just go, let's say we'll just do it visually here. It looks like this is because here in wireframe mode. So let's go to shaded mode. And with a wall like this, where you would need to do is pick a point along the wall where you want the opening. Let's say we'll go here to a polyline and we'll go to nearest. Then I'll just pick a point along here if you want it exactly in the middle, takeoff near, and then just, we'll go here to the middle. To this other side. They will use the perpendicular. Snap. This way it creates straight segment that goes from the vertical here you will perpendicular. And what I want to do is hold down shift and scale using one of the grips here to scale. Then we're going to take this and go to Extrude, curve. The height. Now offset surface using both sides on. And then let's use ten here. Now, it's created basically a box that is a straight line between the perpendiculars here. Then we need to do is subtract it. Here's one thing to keep in mind is when you subtract it, it's going to ask you to either keep or delete the input. This is one of the things I wanna do is make sure that I select the wall. I do Control C and copy it to the clipboard. This way I have it saved in this storage like the memory of the computer. And when I do the command, it's going to, it's going to take away this wall. So we'll go Boolean difference, vd, select the solid that's intersecting whatever shaped opening it now it takes away the original, but keeps this and that was one of the options is keep the object that you're trying to subtract from. And yes, we want to keep that. Then we'll do Control V to paste this way exactly where it was before. Now, with it already selected, we can do BI for Boolean intersection and do whatever intersects with a box to basically extract the opening for the door. The reason why we would do this is I'll take this, hold down Alt and make a copy on the side. And then here we can now create a frame. So we'll go here to show. First thing, we'll take this, we'll copy it. Then we'll type in shell. And we'll do a shell and remove this side bottom in the back. And it can do paste and Boolean difference. This. Now we have a door with the frame. And then this would be the segment that is leftover. We can use it or not. It's up to you. So just wanted to share with you that methodology. And that's the technique that I would use for creating walls that are curved. The reason why is because if you take that segments and you cut it off and you extrude one side and the other is going to be really difficult to recreate the segment that's leftover. And with it being it curve, it will also create a crease and it won't look as good as this, which is pretty seamless. And this is a wall that is extruded up perfectly. So that is one of the advantages of this one. The only thing that would be a little bit strange is that this technically isn't a line. It's part of a curve. So let's create another iteration that I want to show. A curved wall. 4. Curved Walls Example 2: This time, we'll move it to the side Control H to hide. This time, I'll be using a NURBS curve just to kinda change it up. I'll pick four points. I'll take this Alt, copy up, and then Alt, I'll be up again. Then I'll take these three, lopped it together and then use record history. This way when I move, the curves, will move, move it with it. And the way to get this, we can further change that surface by playing around or moving and updating those curves. The next step is going to be two. So if you delete one of those curves, that will undo the history. So what I'll do is I'll take that surface, hold down Alt, move this to the side and change object layer to this. Now we can develop this. So I'll select that surface, offset, offset surface. This time we're now we could do both sides or we can do to one side, it really doesn't matter for this. So we'll just do two. Next. We need to do the same thing. So pick a point or it can either be of midpoint or we can just go to any point here and just create, start creating a line segment. So we'll get a polyline nearest. And then I'll pick location here. Then move down here to look for not nearest because that will cause some issues. We'll go to perpendicular and we'll do the same thing. Now, this is going to be a little bit different and you'll see why. Well scale this up. I'll do extrude curve. And you'll see that that line segment between these two is actually not a flat line, which means that what I wanna do is Control Z to undo, take that line that I scaled up and we need to reject to construction plane. This way it projects it to this plane where we can now extrude the curve. We can now offset surface. Both sides. Yes, and then we'll do ten. We can also do scale one dimension from this midpoint. Here's the thing about curved walls like this. When you create a door opening, you're going to need a flat or a level opening. This way you have an easier time when you create the door frame and all of those things that come into play. So what I need to do is move this. Here, will go to nearest. We'll move this in. Not actually be moving this to this and then rotating it from this point and that point to match and meet the wall. So we'll go to the rotate 3D, reading the hinge point between the bottom, top and this one. And here we can now go to runoff nearest, the intersecting point here. Now we can take that and move using nearest, which is okay this time, I will move it from here. And now what I'll do is I'll change my layer two like something like layer one. And I'll do a command called intersect two sets. The first set can be either one, I'll do the box. Second set is going to be the wall. Will do Control G to group. Because now we have where they intersect and they can move from this corner point. I'll turn off centric is that causes issues too. And then we'll go here to the end point. So I'll turn off that layer and also causes issues. Job declare. Okay, Now I'll move this from this corner to this corner. The only thing is that we still have that corner not meeting, so we'll actually need to move it to this one. Now I'll type in show or bring back our wall. Now that we have it intersecting and looking good. Now we can subtract it. So we'll copy the wall Control C, put it onto my clipboard. Then we'll take this Boolean difference, this one, paste. Then boolean intersection with this one. And yes, it creates the opening of actually here at the bottom. It did not. So undo it. Select this bottom one, or select this scale one dimension from here to the bottom to create that door. Now we'll do this again with Boolean difference, then paste, and then boolean difference. We're Boolean intersection. This one. Like I said, the door frame won't work unless you collect this extrude curve will create this line segment. We'll go to extrude down to here. Then we'll be matching those lines. So lopped between this and this, blocked between this. Now if I hide this, this will create a doorway n. And we can take these join. Offset surface, will delete, will make sure that it doesn't save both sides. But we need to flip the direction. So we'll go to flip direction and we'll just do three. So it's giving us some issues here. One way to fix that is going to be to take duplicate edge. Join offset three. Now we'll isolate this and create a line or a polyline between those together. And now let's type in show. I know I'm going a little bit quick here, but this is more of like a different case that wouldn't happen ordinarily. So we'll go here to excrete curve, makes sure that it says solid. Yes. I did project to see plain or projected construction plane. And now I'll do extrude curve. Now I will extrude correctly. What's happening is that that line segment that I created was not on a plane. And so we need it to be because it won't extrude as a solid otherwise. Now we can take this and Boolean difference, vd with the outside one. Now we can delete this inside portion and it looks the same as before. The match properties. But it does have this little bit that is not working. And all of that stems from the issue that the wall is actually not level on the ground. Right. So this is I guess this would be more in the additional content because what I'm gonna do now is go fairly quickly, but show you the steps that I would take for doing this the right way from the beginning. So let's leave the door here. Let's say that's the location. But first we need to make sure that this is a level where it's on a plane. So we'll go here to bounding box. Go to Extrude surface and extrude this up to the second-highest point by creating a bounding box hip crease it at the exact outer boundary, taking that bottom surface and extruding it up to this location. So we need to do scale. One dimension. Now we can take this Boolean difference, the bottom. And we see that we still have a bit of a gap here at the front. But this is why we need to actually just scale this up by a good amount. So to scale one-dimension from here, here, it says 0.7. We'll do 1.5. We'll take this Boolean difference dense. And then we'll take this in a hole down. And I'll just use this graph to pull it this way. And Boolean difference the bottom of the door. Why? Because we want these two to be on the exact same plane. So they intersect perfectly and so the doors easier to create. And that's because also because you wouldn't ever have that scenario happened in real life. Typically when you build walls, you're going to build them exactly on a plane or something. Or if that's not the case, then it would be fairly rare. So we'll take this and we'll do the same thing. So select this copy to clipboard, Boolean difference, this paste control V and then boolean intersection this. Now we're going to create a line segment between these two, which is actually from the top to extrude, curve down to the bottom. And law. These two. And this is a lot cleaner because they're on the same plane. Now this top one is going to be different. So I'll just select these. Had been join and offset surface slip direction. And then three. What's happening here is that messes up the corners. So once again, we have to duplicate edge, join, join the curves. Offset, offset to the outside. Now, I will type in isolate to just isolate those curves. And when I select it into f ten, it gives me the control points. Checking now select, making sure that I'm not selecting the line, just those points. And I'll go from this corner to this one, from this one to this one up. And what it's going to do is make sure that it intersects it, but it won't move any other point. Basically stretching it will create Last two line segments, join it together into a closed curve. Now I can type in, show. Then extrude curve. I'll select the original and de-select what I just made to delete it. Then use this to do a Boolean difference. Same thing here. So to extrude curves up and extrude, surface out this way. Feeding like the little bit of the roof that it kinda needs. So subtract it with Boolean difference using the outside shell. Now these two I can join using Boolean union and then use merge. All co-planar faces to get rid of that little crease. Now, we can do that again here. So delete this outside part, delete this. And this one. I'll isolate and turn into a shell. You seeing a thickness of one should be fine. I'll select Run bottom and back by just doing a sweep from bottom to top left. Then Spacebar and we create a shell. Typing in show, then match properties to the wall. And then here we can create the door. How I like to use C plane surface. Then using a box relative to the center point. And do the same thing here. So this one, copy Boolean difference, this one. Then boolean intersection, RP and shell, then paste, and then boolean difference, this one. Lastly, it's going to be a pair of doors. I'll create a box that intersects halfway. Then do Boolean intersection. And we have to copy the door and Boolean intersection with this one. And paste and Boolean difference. One before a pair of doors that are here. And we can scale in one-dimension between the center and the outside. And we'll do 1.52.75. This frame. If he gets a little bit larger. So we'll do 1.2. Let's go here to our rendered mode to see what that looks like. That's how we'd use and create an opening to the inside of a curved wall like this. Of course, there are other ways that we can do it, but this is one solution that you can find. But now here when typing in show, we see that there are many different ways of doing this. And yeah, I went through this last exercise fairly quickly. These are a little bit these cases are not as prevalent as the other ones that I showed earlier because typically when you're building walls like they're mostly straight because they are more functional that way. These are more of like decorative or other type of walls that are not necessarily as functional in terms of being able to place a door, or being able to place a window, or even being able to put furniture next to and things like that. So hopefully that made sense. I went over a few other things here. Let me know if you have any questions and I hope to see you next time.