Architectural front end
1 messages in this thread
Now this has been an interesting thread. Architects going at
it with their gloves off! I'm a model builder, AutoCAD draftsman, 3d
Studio renderer in a medium-small (11 person) architectural firm in
Vancouver, B.C. Although we have two project architects using AC12 (1
@ 2d, 1 @ 3d), none of 3 partners use computers at all. I dragged
them into ACAD 3d with Rel 10, then in Fall 1992 I got a home
computer/3D Studio and started bringing in renderings to the office,
sort of a low-rent dog & pony show such as that mentioned by Robert
Ritgen in #77894. Now I do a lot of renderings for them, mass
modelling to highly detailed. My current home projects are multimedia
(music and narration with bitmaps and animations onto VHS tape) with
3DS3 projects. As required I also scan drawings or maps, digitize
same, or, as often happens now, get a 3D site plan from the surveyor
(we specify 3D release 12 for new surveys).
One problem of course is the cost of the technology (can it
pay for itself is a bottom line question used), but once done my
renderings are re-used to get more work, so the actual cost of
producing work is not the only factor.
Another problem is that, like producing pencil or pen and ink
drawings, a number of tools are needed. No one computer program will
do the job. I use ACAD12, 3DS3, Corel Draw & Photopaint, photo CD
images (a superb way of getting realistic textures and site photos
cheaply), PaintShop Pro 2, and misc. multi-media software. What
drives the method is usually the degree of detail needed. I don't
always know if I will only render it as seen from across the street
or from 6 feet away from the door. Traditional entourage is another
problem they want addressed.
The spatial link between ACAD & 3DS is perfect for moving
updates into existing 3DS mesh files (since the design always
changes). Creating geometry I usually do almost entirely in ACAD,
unless it's something boolean, or lofted along a path, such as curvey
metal railings. Knowing completely (which I don't, at least in 3DS
yet) ALL of the ways to create stuff gives you maximum flexibility.
Another problem is that spending all the time required to
learn all of this leaves less time to create with it. It just has to
be worked at, this technology is still in relative infancy.
Re: quick buildings, I usually use closed polylines, DXF'ed out and
capped when imported to 3DS. Nancy Fulton describes an interesting technique in
her new book "3D Studio Applied" (well worth the money) of taking existing ACAD
elevation drawings, lofting them, and "folding " them up "a la cardboard"
modelling. Ya does what ya needs ta do.
My current problem is a requirement for accurate shadow studies. Any
suggestions as to the best 3DS3 routine? Pyros "Sunpath", Schreiber "Imagine
Sun" are two I have seen listed, anyone use them? Comments?