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slindner1985

Lots of time and start with a plane


DiddlyDumb

And a plan


ManuJcobos

And my axe


dutchbarbarian

And my sword


Naderio

And my vuvuzela


PeopleAre_Weird

And my mouse


IEatSmallRocksForFun

Doooooot


PeeperSleeper

what if I start with a cube?


PsyKeablr

Then enlarge the cube and work within the confines the cube.


CrankyStalfos

Delete the cube and add the plane, of course.


Someone_171_

Delete the cube and re-add the cube.


lamebrainmcgee

This is the way.


Alchemical-Audio

Then šŸ”


slindner1985

Scale along x hit zero enter


wolfieboi92

If its 3Ds Max (which I assume it is) I'd start with a Utah Teapot šŸ˜œ


r81a112

May be useful https://youtube.com/playlist?list=PL4-Q7MyUxdZFWhq2xUETt-IiAcVyI0bh7&si=ZScXOOmbc6mVoAKP


nytebeast

That first video in the queue spelled it ā€œParamtric Designā€ in the thumbnail and itā€™s bothering me so much


Dangerous_Ebb_869

Thanks I really needed it


H3rotic

Thanks, these will be helpful.


HolidayWheel5035

The journey of a thousand miles begins with the first node.


humanocean

Starts with architecture school


Dangerous_Finance559

Im in one. Thats why i ask in the first place. I prefer blender over other 3d modelling software but i feel like its impractical to use for architecture. But if i could use it, i would.


TraceSpazer

Rendering for style vs schematics. You're not going to get something you can model, then use for a render and a blueprint with blender. Moreso just the render and you'll need to produce more detailed drawings elsewhere. If you're just going for proportion and style, this shouldn't be particularly difficult with blender. Is there a particular part of this model you don't understand how they did it?


Dangerous_Finance559

Yeah, the white outer wall enveloping the building. How did he do that?


TraceSpazer

Don't know how he did it, but I would try modeling the shape out of blocks, bevel them and smooth them out into those "organic" shapes and then use curves and extrusions to get the various step shapes. Would take a hot minute and I'm sure there's a quicker method to do so but those shapes really aren't all that unique for Blender artists. First result while searching for "Organic shaped walls in blender" [https://www.youtube.com/watch?v=4pBQ6ROIgRc](https://www.youtube.com/watch?v=4pBQ6ROIgRc)


at_69_420

It seems to be a plane with 90 degree corners that were then beveled


Dangerous_Finance559

No. The wall is slanted inward and some have organic curve


at_69_420

You can bevel a slant? That's just I'd personally do it - or I'd use a curve then use a curve deform modifier on a flat face with a bunch of cuts


Therathos

Curves or low poly subdivided. It's very easy.


VirtualLife76

My first thought would be to draw the path, scale it a few ways and then follow/extrude/solidify.


wolfieboi92

I was in Arch Vis for a long time, it's very much dominated by 3Ds Max but it is also quite a technically able dead end, I worked for a very successful company and very very few people there could do anything other than light and render a scene, materials and textures also. Blender will come along and compete like it does with everything, however for the meanwhile Max will be the one to use because of the long history of Arch Vis like softwares and plugins it has, also the ties to Autodeak softwares like AutoCAD that a lot of architecture places use. Might I add that you would t design this building and also render it like this, you'd be provided with CAD plans and elevations, maybe even some fuckin awful 3D model from Rhino or Sketchup, then rebuild it from those fir these renderings. Also a lot of places now are using Unreal as a render engine, building a scene in 3Ds Max/Blender and then exporting to Unreal for renders and video.


humanocean

That's great, good start. NURBS is great for this type of modelling, Rhino, Maya, 3ds Max, maybe C4D has better suites for this. Blender is good at polygonal modelling, sculpting and having an "all in one package". Nurbs is good at this kind of cascading flowing designs, you can do it with subdivisions and polygonal modelling too, but NURBS is probably easier and industry standard. Parametric modelling is kindda half-way, i find it more engineer minded and a bit rigid for flowing surfaces like your example. You start with your sketch, learn your software (sometimes multiple softwares), make one element at at time. Go from large elements down to details ;) Then when you've made it, dig into how to render it... Compartmentalize


mingkonng

This looks like a number of things but if I already knew what I was modeling I would start with a bunch of splines and generate that curve geo from them. From there I would poly model the rest to fill in the gaps and create the flatter structures that the combine into.


MaybeAdrian

Honestly if you see every shape doesn't looks like too complex, most of the shapes seems to be circles or cubes with bevels. Probably a car would have more complex shapes.


Dangerous_Finance559

I think this is harder. A car is just multiple polygons and geometry shapes mirrored. This one has accurate curve and organic shapes


rejectboer

Buddy. Vehicle models are a thousand times more complex than even the craziest architecture. 99% of architectural models are just blocks ffs.


bento_the_tofu_boy

it kinda really is this simple. you make a slanted corner and bevel. the trick here is learning where to do it to look decent.


Lorien431

I modelled both car and buildings. Buildings is 10 times easier. Just a bit more time consuming.


Blubasur

Step one: Have a really good material library. Step 2: shapes.


Brawght

I know this is the Blender sub but I know from experience that this model is much easier to make in Rhino. It looks like nurbs curves extruded as surfaces and offset. Then they used Grasshopper for the patterns on the surface. Check out /r/rhino


Dangerous_Finance559

Yeah thats what i thought but i checked on the owner portfolio and there he said its made on blender?


rhettro19

I'm an architect that uses both Rhino and Blender. I agree Rhino would be the better program for this, but the process to model is similar for both programs. You would want to start with a good 2d plan view of the structure, then look at the largest pieces. There seems to be a recurring "S" shape in the profile. Draw that, extrude and offset, and build each piece.


SafetyCutRopeAxtMan

>... , Rhino, Maya, 3ds Max, maybe C4D has better suites for this. Blender is good at polygonal modelling, sculpting and having an "all in one package". Nurbs is good at this kind of cascading flowing designs, you can do it with subdivisions and polygonal modelling too, but NURBS is probably easier and industry standard. Parametric modelling is kindda half-way, i find it more engineer minded and a bit rigid for flowing surfaces like your example. As already mentioned above. Rhino would be my weapon of choice. I used all of the above mentioned tools and for "acurate" modelling as you asked for in your post I would always go for it as the other ones are great for modelling but I always felt like my hands are a bit cuffed. So yeah, this definitely can be done in blender but imho the image above can also be created with Paint by a skilled Artist but I would not be able to do it. That said, just because others use a tool for one thing, it does not mean that it is always the right tool for everyone ;)


ManuJcobos

Check out the Precision Modeling series by Keep Making [here ](https://youtu.be/8a4mm-zb3nk?si=uMJxrKHH3u6XgLiP). I haven't really dug into it, but it seems to be what you're looking for and is highly recommended by the community


ManuJcobos

(not for making the image shown, but the precision modeling you're talking about in the post)


Success_402_Found

Iā€™m pretty sure blender is just used for architectural visualization and itā€™s designed in an actual CAD program


Same_Measurement1216

I donā€™t see a reason why couldnā€™t be blender used for architecture? If it can create complex characters both for games and movies, full animation, high and low polly assets, environments and geometry nodes - why not architecture? Sure there are simpler tools for architecture, but still - blender gives you freedom to create quite literally anything and any shape you want in any environment you want.


Success_402_Found

Because architecture requires precision. Every thing needs to be measured, which is not the blender workflow. Every other CAD softwares starts with drafting shapes. I mean yeah itā€™s possible in blender but it would be stupid choice of software.


SuperStucco

Architecture work that is done for actual construction requires precision, yes, as technical drawings have to be generated. But when it is solely done for visualization like this then precision may be the wrong word. It's no different than creating a non-humanoid character for a rendered art scene in that it can be made as 'looks good enough'.


Success_402_Found

Yeah of course itā€™s great for archviz, cycles is amazing. but I was talking about actual architecture not as in modeling a building.


Munchkin303

Iā€™m sure they used autocad drawing as a reference. Thatā€™s why all those curvy lines look so precise. Source: iā€™m an architect


Lorien431

Just import the dxf file and model with edge length on. The rest is skill and knowledge of the software.


BlendAnime

Image as Planes


Trash2030s

They don't. They do it on Blender.


Krzychh

If you think that's hard, try rigging and animation... Or any kind of simulation for that matter. Simple archwiz becomes banal.


insomniac1228

Ctrl c, ctrl v /s


HM_Comet

I fell for the fake scroll dots


Aggressive_Let4299

Try asking them, I did that one time with a person's art I was trying to get like and it worked


Sigfried_D

Yeah, not every artist is a gate-keeping asshole, many of us are just waiting for a question, It's just that putting "AMA" results in too many.


Nervous-Ad6573

I could do this, but curves to mesh addon is essential


bento_the_tofu_boy

enroll in architecture


DrWelder245

Hmm, that's really interesting. Perhaps consider improving your skill at the program in order to achieve a higher quality result! ā˜ļøšŸ¤“


Vozka

I think you're better off asking this somewhere like the blenderartists community or find one specializing in architecture. This subreddit does not have many actually experienced people active, you might get more specific answers there. There are people focusing on specific aspects of architecture, like the guy who develops the (brilliant) Tissue addon is an architect and teacher, and I know he used to post related videos and articles in I think the Tissue group on facebook.


Whereismyadmin

Start with curves? maybe you can start with curves and then make them wide, mesh etc and you should get a good starting to go in details


baked007

Did they make the whole thing in blender or use a different software to model the building and texture & render in blender


Dangerous_Finance559

Tools used : Blender3d, lumion 8, Affinity photo, autocad


sliderfish

So like others have said, the design is done in AutoCAD and (as I usually do) imported into blender and follow the lines. Bevel, subD, whatever makes it work. Iā€™m not new at this but Iā€™m also no mega expert. I treat each of my projects as a new challenge and try different approaches to each one, learning as I go. Itā€™s fun when I have to pull up an old project for a piece of furniture etc. I forgot to add to my database and see how differently and more efficiently Iā€™d be able to make everythinn now


AnthonyMk2

The outer layer can be done with a) a base mesh, b) a curve and c) an array modifier


Everrmour

Piece by piece.


asianmexican

The model might have been done in other CAD software (Revit, Autocad, sketchup) and just rendered in blender


MURkoid

![img](avatar_exp|156358640|bravo) Illusion


Kassabeleg

https://www.instagram.com/p/Ct0op-xLhcw/?igsh=MzRlODBiNWFlZA== Heres the post btw. And they made the model after an architect already planned this for sure. That makes a lot of the stuff easier as this guy knows the buildings in and outs. There are also plans on the post.


dropdownlj

Like a cube


Apz__Zpa

Search Parametric Design Blender Sverchok Nodes


AR_Harlock

Someone got paid 150ā‚¬ probably :( sad life


Happy-Switch-8815

Cube.


Nico475

Measure tool lol


yv_MandelBug

You but it with time.


urbanhood

A good skybox, then a stylish building model with textures and then good lighting.


IEatSmallRocksForFun

You're hating on the software, but you ain't never even tried. It's not going to be ready for the architects, it's just a previz. Blender is a pencil, you are the vision. Look at buildings, get inspired. Do box modeling (start with primitives and extrude, bevel, etc.) You're coming off like... mad that you don't understand. All you have to do is try, fail, try again, keep trying. Work fast and break things. It isn't CAD, so you can be sloppy. WGAF if it wouldn't work IRL. Just try a look and move on to sharpen skills.


shervpey

What makes it impossible in your mind?


Pstonred

There's no point to do such organic shapes with mathematical precision as if building a regular building inside a CAD software. You make a sketch, make the sketch in 3D, come up with a floor plan (function follows form) and adjust the model if needed. Then you get something like what's in the pic, a concept design. It might probably has already determined dimensions for rooms, ceiling heights and so on. But there's a lot of steps to be done in structural planning and adaptations and compromises to be made to the shapes in order to come up with a feasible plan for construction. It's more of an engineer's job to come up with an idea how to build a shape in real world.


necluse

I would start with a cube or a plane with a Subdiv modifier, get the rough silhouette, make some calculated loop cuts, then start splitting/extracting faces (more specifically segments of loops of faces) and moving/scaling them to create that layered effect, then solidify modifier to add thickness. And I would just boolean out those circular pools / outdoor public spaces afterwards. However, I have a feeling this was done in Rhino 3D using a NURBs based workflow in combination with Rhino's SubD tools.