Frederick Kiesler - Endless House Model


#1

Ok so there was an insane architect that made a model of a house in 1959. I now have the task to make an accurate model and then photorealistic renders of the house.

There where plenty of easy places to choose from then a spanner in the works. As usual I bit off more than I can chew.

Anyway this post is just to kick start the thread. I’m having some difficulties so I’m sure I’ll be posting for your advice soon.

If you thing of any good techniques for modelling parts of this please tell me… lol :slight_smile:


#2

A couple more images to get your head around it.

How would you rate this on a scale of 1-10 for difficulty lol :slight_smile:


#3

I would do it with Sub D surfaces in Maya or CATIA (rmit got catia and maya you should be able to access it)then convert it to nurbs patch for the engineering design…

You could surface it but its going to be painful!


#4

Thanks Kabab… CATIA is not my prefered program… I’ve done alot in SIAL and had alot or regognition for it but it was all ussin GC. I need to do this in Rhino for the Comm 3 archi subject. I Have already started on it and your right… It;s a nightmare


#5

I would at least fix up the blueprints first where it narrows in the valley of the pages.

maybe you could try dividing it up into blobs or primatives ,some parts can loft easily .And use control points to refine the shapes. remember to keep the shapes as simple as you can until you are very happy with them.

I will admit it looks very difficult tho- looks like the modeller had problems too!


#6

Spincad thats excatly what I have done. :slight_smile: Below is a low-res copy of the plans and elevations I redrew.

>>>> Cannot upload image ???:shrug: Will try again soon <<<<

Then to start modelling I created spheres and tweaked them until they where as close to the drawings as possible. Then I used _section > _rebuild > [tweak] > _loft to get the general shape back. Some portions are easy… some are alot more difficult. Im have real problems capping the ends and keeping the curvature for seamless geometry. I have two new approachs that just came to me I havn’t tried. If they work ill post up more progress… if not I’ll post up my problem :thumbsup: either way more content to come!


#7

Okay so my main problem atm is capping the forms. As mentioned before I tweaked a sphere till it was roughly the same as the mass then exracted some isocures and rebuilt them till they were extreemly close to the real buildings dimensions… and then lofted.

So I’m trying to cap the ends keeping its continuity. Hopefully these images explain my process.
[1] Loft
[2] I built some profile curves to patch
[3] I then patched and the surface was to harsh at the juntion on the loft and patch. So I scale the patch down and moved it away from the loft. Then used blendsrf to connect the patch to the loft, with little sucess. I really need to keep that continuity.

Ive just stumbled on the blendsrf tut for Rhino 4 - http://www.rhino3dtutorials.com/
I’m finally going to get Rhino 4 in the next few days… :thumbsup: So should I just wait or is there a simple technique I have overlooked??

[4] Zebra of surfaces

So what would you do?

:):):slight_smile:


#8

Seriously i would take a look at Tsplines for Rhino currently in beta…basicaly sub division surfaces in rhino.-the beta trial runs about a week.
Start off blocking/boxing out your shapes and then Tspline them.
It will take about 2 solid hours to get the hang of them.:slight_smile: works like a charm.
One note though- do as much pre-work done on the blocking and work at the Tspline level before any booleans are needed because it reverts back to nurbs once this is done.
Link


#9

Hey thanks for the heads up… this is excatly what I need. I’m ussing Rhino 4.0 atm and it is workign a treat :thumbsup: I don’t think I’m alloud to use plug-ins and what not… but looks liek something I will download and play with anyway. Cheers


#10

Wow, what a wonderful plugin! I couldn’t have thought that this kind of stuff is coming to good ol’ Rhino aswell, but look what happened! And it’s quite easy to pick up aswell. Aside from that, good luck with that project tilite.


#11

Thought I would post a really quick update on the model. I’ve just been fidling in Vray for the first time. I thought it would be a let down but it really has alot of potential - loving it atm :thumbsup:

So just 2 quick pics with a little of Vray GI :slight_smile:


#12

Looks like you nailed this down pretty good .:thumbsup:
Put that scene to scale though as i remember reading that vray is set up for meter units.
uh pause…got it.>
“VRay always works with Generic units internally. VRayLights also do that and assume that 1 generic unit is equal to 1 meter. If this is not so, the multiplier of the light will need to be adjusted, if you want the light to have specific predefined intensity.” from vrayinfo.

…this will make a difference because the lighting can get a little wonky and unexpected if this is not taken care of from the start.:slight_smile:
This thing reminds me of a wasps’s’s’ss nest.


#13

i’d really like to see this completed… Maybe some renderings that display concrete textures :slight_smile:

Can we see some wireframes of the model ?


#14

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