cmiVFX has released Architectural Visualization Volume One. This training series is for architects, engineers, game level designers or anyone who needs to build accurate models from either dimension drawings or sketches. Stephen Baker will take the viewer through the entire process of an architectural visualization project. Starting from scaled drawings he will begin by laying out the foundational construction lines. From there Stephen will explore advanced spline editing. A heavy focus is placed on accuracy in line construction and snapping using constraints. Once the base geometry is laid out, the series continues with organic modeling methods for the Corinthian column capitals. The project finishes with a series of chapters on various tools meant to speed up the modeling workflow. If you have a project that requires accurate modeling, then this series is for you. Upon completion you will be up to speed and highly proficient with Autodesk 3DSMax's powerful drafting, snapping and modeling tools. Short Description This is a course in Architectural modeling within Autodesk 3DSMax. Taught by a seasoned Architect, Stephen Baker, this lesson focuses on accuracy and speed in production.
Project setup, reference images, image plan layout, units setup, viewport settings, texture mapping, Nitrous & openGL settings, aligning sections and plans.
Scaling reference images for accuracy, 2D, 2.5D, & 3D snapping, establishing construction lines, setting up layer scheme, drafting with accuracy.
Column construction - lathe tool, fillet, spline editing tools, lathe axis, drafting column constructing lines, cloning and arraying, instances vs. copies, dome construction, merging vertices in spline construction.
Domed ceiling construction using edit poly modifier, edit spline trim tools and animating texture visibility.
Dome's coffered ceiling construction using edit poly modifier, poly inset, poly extrude, poly cut, rotate transform with instancing, column history editing for varied versions, construction line development for column placement.
Construction line development. Geometrically construct reference lines with accuracy using mirror function. Using edit spline trim tools for fine intersections on curves and cornice. Trim detail construction using splines and lathe. Optimizing geometry using the lathe tool and divide.
Advanced extrusions along paths, optimizing geometry using the edit spline divide tool, creating the walls and cutouts
Using the Boolean tools effectively and things to consider when using it. Polygon normals and proper direction when using Booleans. Discuss the pros and cons of N-Gon vs. quad modeling. Cleaning up vertices from a subtraction Boolean operation.
Turning your Boolean result into quad models, more advanced extrusions along paths, optimizing geometry using the edit spline divide tool, creating highly detailed cornices, trim pieces, baseboards, adjusting lathe settings to correct normal display issues.
Texture placement on reference geometry, spline cage modeling methods for organic details, Corinthian column capital modeling methods, properly using symmetry with spline cage modeling methods, using viewport grid constraint methods to improve speed in organic modeling.
Using symmetry tools to quickly mirror out the remaining 4 sides of the column capital
Using grids to setup custom views and custom mirroring axis
Using loft with several different cross sections to generate complex organic elements like column capitals.
Modeling the pilaster columns throughout the interior, using lathe to generate 4 sided columns, using Xform to re-align geometry to the world axis, using advanced snapping, mirroring and instancing to finish the interior columns
Using edit poly to trim off columns that are embedded in walls, optimizing instancing to reduce polygon load, accurately rotating instances around the model
Finishing off remaining pilaster columns, efficiently mirroring instances to finish off all interior columns, edit poly editing to remove trim elements that cover the curvature of the apse, how to use existing geometry as a basis for the path element in a new loft object, optimizing the geometry on a complex loft.
Using Booleans as a trimming tool for intersecting geometries, finishing out the trim detail in the apse area, using existing geometry as a basis for the path element in a new very complex loft object, rotating copies of the apse cut out and re-generating the lofted trim piece, using X forms for accurately adjusting pivot points across many instanced objects
Finishing out the interior modeling of the Pantheon, setting up cameras and simple material overrides in the render settings.
Stephen is a licensed architect in the State of Colorado. He is also a university instructor and has been for the past twelve years. He currently teaches at the University of Colorado at Denver in the Digital Animation Center.
Stephen has also owned and operated his own freelance consulting company, The Shepherd's Workshop, LLC, of which CG Pilot is a part of. His passion is for enlightening others and teaching various subjects in 3d Animation. In 2002, Stephen completed his first 30-minute short film entitled, The Kings of Christmas. In this, Stephen was director, writer, animator, and distributor. He shares a strong passion for the independent film maker.
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Stephen is a licensed architect in the State of Colorado. He is also a university instructor and has been for the past twelve years. He currently teaches at the University of Colorado at Denver in the Digital Animation Center. Stephen has also owned and operated his own freelance consulting company, The Shepherd's Workshop, LLC, of which CG Pilot is a part of. His passion is for enlightening others and teaching various subjects in 3d Animation. In 2002, Stephen completed his first 30-minute short film entitled, The Kings of Christmas. In this, Stephen was director, writer, animator, and distributor. He shares a strong passion for the independent film maker.