Showing posts with label Architecture. Show all posts
Showing posts with label Architecture. Show all posts

Saturday, February 2, 2019

Twinkle Shah: Project 1 Castle


Concept: 
When most people think of a castle, they think of a medieval, historic castle made of stone and with large pillars. Although not technically a "castle" by definition, I thought of the Taj Mahal. I wanted to make a more modern version of an old castle with some aspects that resembled the Taj Mahal. In particular, I liked the concept of the 4 pillars that surround the structure, and want to include that in my project. I do not intend to include many other concepts besides the pillars from the Taj Mahal, because I want my castle to have a minimalistic, modern, and futuristic feel.


Taj Mahal-Inspiration


Here is what I came up with:

Ghosted Castle Painted Black


Castle in KeyShot with Materials


Bird's Eye View of Castle


Pedestrian View of Castle

Process:

I started by constructing the base of the structure, which I created using the pentagon form tool. I then used the same tool to stack one more pentagonal prism above the first one. These made the two tiers of my architectonic structure. Next, I added the 4 pillars surrounding my structure that resemble the Taj Mahal. These were also pentagonal prisms, continuing the repetition of the pentagon throughout my design. Hovering above the 4 pillars, I created a ring that serves as a futuristic force field to protect the fortress. I oriented each of the pillars so that a flat edge was lined up with the ring above it. I then added detailing with some small spheres on the points of the two main pentagons and the ArrayPolar command. I wanted to be sure not to overdo the details so that I can stick to my minimalist look. I then added some cones that intersect the 5 sides of the top pentagonal prism, also using ArrayPolar.  

Materials:
For the hovering ring, I used glass (solid grey) because I liked the translucent effect it had. For the top tier and the spheres on it, I used anodized titanium brushed pink, and for the cones, I used a very reflective anodized niobium polished green. The bottom tier is marble (black advanced translucent), giving nice reflections and providing some striking color contrast. The 4 pillars are copper polished, also producing nice reflections of the inner structures. For the lighting environment, I used a lighting with 2 large light sources for ample light. I increased the contrast and included ground shadows and reflections for a nice finish. 

Saturday, January 28, 2017

Brandon Wehenkel: Castle



Ghosted Black


Ghosted Colored


Concept:
I have a lot of fun doing architecture.  I got all my inspiration from playing The Sims for 17 years.  But this program is nothing compared to the building tools in that game so it's more of a challenge here.   I really liked Jay Gibson's castle from another school.  Last time I wanted to create a house on a cliff, but I had no idea how.  After I had done some minor studying of Mr. Gibson's work, I learned how.  Also, I'm quite fascinated with old architecture, and I did one of my favorite styles (Modern) last time, so I wanted to attempt another this time around (Roman).  Gothic would be fun someday, but all that detail would ruin me.  I still need practice before then.  Anyways, I like the idea of buildings dangling off a cliff or built into the cliffside, so that's what my theme is here (again).   This was my inspiration image for a cliff.  It's cool that those cliffs have water below. Also, it happens to have a beach, so that's a huge win too!


Keyshot 1



 Keyshot 2


Modeling Techniques:
I needed to know how to make some Roman architecture, so I looked a bunch of images on google.  There weren't too many that I focused on.  I did find a good tutorial on digital tutors that used this image to make columns. I watched 16 out of 27 tutorials on how to do that, so I spent a stupidly long time with this model.  Everything I learned in the tutorials I did with this model.   I remember move, scale 1D, scale, sweep1, sweep2, Array, ArrayCRV, Revolve, FilletEdge, FlowAlongSRF, BlendSRF, BooleanIntersect, BooleanDifference, BooleanUnion, BooleanSplit, What, Cap, Project, ProjectToCPlane, setPT, insertEditPoint, explode, group, join, ExtendSRF, ExtractSRF, polyline, controlpointcurve, arc, 3pt Rectangle, 3pt Circle, Ellipse, editPoint, Point on/off, trim, zoomwindow, pictureframe.

The best way to explain how I used a majority of these were creating an object from curves.  Using revolve or arrayCRV, either exploding it and manipulating the control-points or I extruded the surface.  I used curves, angle and sweep1/2, pipe, setPT, and BooleanDifference for most of the column stuff.  I spent a majority of mine time Extruding, moving, and changing control points.


Roman Column Reference


Keyshot Detail of Columns


Materials:
There were a lot of materials.  All the dark grey colored materials were used for details: The railing.  The windows.  The door frames.  The unique wall decoration on the right long corridor (in the ghosted colored image those are the pink colored objects)
The floor of the main building was the more yellowish grey on the 2nd row down middle  The marble Tan to the right of that are the doors.  The 4th row, 1st material is the color of the columns.  The human skin in the top row center is the sand.  And the one to the right of that is the water.

Materials


Keyshot 3


Keyshot 4


Friday, September 9, 2016

Brandon Wehenkel: Castle



 Black & White Ghosted

Colored Ghosted

Different Angles

Concept:
"Your home is your castle, but it is also your identity" ~ David Soul
This design is far from the medieval interpretation of castle, but its the idea that your home is your castle that I went with.  I enjoy the intricate designs of modern homes especially the ones that defy logic and dangle over the sides of cliffs. Also I played The Sims a lot and I like creating modern homes more often.  A particular youtuber from Australia is my inspiration for most of my home designs.  I chose to create a home where the center is water and everything around it builds up and down from that.

3/4 Aerial

Entry-way Interior

Modeling Techniques
:
There are 365 pieces in this house and most of them were created with ExtrudeCrv and Copy.
The main level is not the level is not the foundation.  That is found on the lowest level that dangles over the cliff side.  The main level is where the pool rests (red layer in colored ghosted photos).  I built the house entirely around the pool allowing stairs to move above and below the pool.  When I created this model I didn't know about the 3D/2D scale tool.  So I used all four perspectives to measure out each block repeating them many times due to the size being wrong. In the ghosted mode, everything is colored according to floor and wall, except glass and the pool.
On the curved shapes, where the drive way is, I used Polyline and changed it from line to arc in properties. Then used Cap planar holes.  I used the Polyline tool several times to create triangular blocks around the architecture.

POV Back
Materials:
Most of the modern homes look like they're just giant blocks of colored cement.  So I chose white Carrara marble due to its similar quality, then changed its roughness.  I added the glass materials to the areas where glass should be.  I didn't want people falling over the sides of the balconies, or just walking through the rooms as if they didn't have walls.  The deck around the pool has Mahogany wood material.  Also I felt that the building was too boring if it was all white, so I added some pale green Travertine stone material, a brown Granite material, and some Metallic blue dividers on the main level. I changed the roughness of the white, green, and brown stone to reduce reflectivity.
I rendered with Caustic on to simulate the water effects.



POV Front
Problems:
  1. My main problem with the techniques I chose could have been less time consuming if I knew a bit more about the tools themselves.  I did a lot of trial and error, creating several odd shapes, which ended up wasting a lot of time trying to close them.  I had an idea, but the cap tool stopped working, and I had to redesign the façade.  
  2. The driveway is a bit odd and that is because I couldn't figure out how to blend the roads together. If I knew how to model a cliff it would have looked a bit more ideal.  
  3. Sometime when I imported the document the textures stopped working correctly.  All the textures for the materials became flat and I couldn't revert them back.  So the granite just looks like flat paint on the walls.  
  4. I'm also used to building homes in a game so the whole idea of building in Rhino threw me off, and the overall multi layered layout became a bit overwhelming at times.