Organic modelling

hello, how can I model this skyscraper?

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I thinkg this one done with zbrush or maya >> blender using any fluid dynamics

I’m pretty sure it was done in Houdini. Nobody in their right mind would hand-model an abomination like this. :wink:

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and who in the right mind would want to build that anyway? does it save heating costs? does it provide a better infrastructure? is it cheaper to build because of the trillion holes :smiley: sorry… fancy computer graphics, with zero sense

yes i do like looking at them and producing such crap. but it has gotten such a pretty and very common new wave of delusional architecture in university.

well whatever one can take out of it, sorry for the harsh critique.

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If you eat the elephant one bite at a time and break this down into very small sections, you could theoretically do this in SubD with Rhino 7.

you’d need to be one very patient and dedicated button smasher though…

I’d like to see you try. Not joking! Even a part would suffice, and I’d be blown away.

Models like this are impressive in their complexity, but in all honesty they are more of an excercise in computer power and patience, than they are in actual skill…

Now… this is not to diminish the design and styling that went into conceiving the piece in any way shape or form, however when you set off to build something like this a lot of liberties can be taken.

for instance, the main focal point element here-
image

can be done with a subdivided subd sphere and a lot patience- each “window” is simply a face that has been deleted and it’s border extruded inwards a bit to make a return.

the “drips” are simply faces that have been extruded a bunch

this is 5 min of futzing about-

and the topology-

the coral like structures can be made form curves and multipipe, then you’d simply bridge them together to make ever increasingly complicated structures.

granted, this is brute force, and you could get the same effect by selectively and intelligently adding edge loops, but time is money yo… I took the fast path-

this stuff used to be impossible in rhino, now with v7 and subd it’s just another (in this case a very long or a few very long) day at the office.

The limiter used to be rhino… now it’s just your patience and if you computer could handle a model with this level of complication.

My guess is this model was made in zbrush and someone got pretty giddy with the snake hook brush and live booleans.

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For me it looks more like an impressive skill demonstration of Houdini knowledge, namely particle systems, dynamics, etc. than say thoughtful design.

I like how you take the time to break this probably procedurally, visually coded structure down and show how to do it manually with SubD! You’re a savage. :slight_smile:

Hm, it’s true that before in Rhino with NURBS, it would have been impossible. There have been similar designs made with Grasshopper and plug-ins like Dendro, MeshMaschine, Fatten, etc. before Rhino 7 though.

Hehe, yeah, Snake Hook and lots of Dynamesh-ing. :wink: