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TUGENDHAT CHAIR: EXERCISE 5 College of DuPage Architecture 2220: Architectural Modeling 1 EXERCISE 5: TUGENDHAT CHAIR ASSIGNMENT: In this exercise you will create a model of the Tugendhat chair by Mies van der Rohe. You will use a number of the tools covered in previous exercise to create a piece of furniture with a complex geometry. In coming exercises we will also create an architectural model of the Farnsworth house by Mies van der Rohe. We will use this chair to help complete our interior scene of the Farnsworth house. LEARNING OBJECTIVES: Working with Standard Primitives Working with Extended Primitives Working with Modifiers Using snaps, moving and manipulating geometry Isolating geometry with the Display Floater PROCEDURE: 1. Open Autodesk VIZ 2006 2. From the pulldown menus select Customize, Units Setup 3. Set the units to US Standard, feet w/ decimal inches. 4. Right-click on the “front” text in the front viewport to activate the viewport properties options and select show grid. We will be working in the front viewport for the first portion of this exercise. 5. In the command panel, select create, shapes, splines, and select rectangle. 6. Using the keyboard entry rollout, create a rectangle with a width = 27.25” and a length = 32.75”. Set Y = 16.375”. Click Create. Knoll, Inc. TUGENDHAT CHAIR Designer: Ludwig Mies van der Rohe Date of Design: 1929 Manufactured by Knoll – 1965-76 Materials: Solid stainless steel frame; leather straps, leather upholstery over foam cushions Dimensions: W 29 ¾”, D 27 ¼”, H 32 ¾”

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Page 1: EXERCISE 5: TUGENDHAT CHAIR - College of DuPage - · PDF fileEXERCISE 5: TUGENDHAT CHAIR ASSIGNMENT: ... an architectural model of the Farnsworth house by Mies van der Rohe. We will

TUGENDHAT CHAIR: EXERCISE 5

College of DuPage Architecture 2220: Architectural Modeling 1

EXERCISE 5: TUGENDHAT CHAIR ASSIGNMENT: In this exercise you will create a model of the Tugendhat chair by Mies van der Rohe. You will use a number of the tools covered in previous exercise to create a piece of furniture with a complex geometry. In coming exercises we will also create an architectural model of the Farnsworth house by Mies van der Rohe. We will use this chair to help complete our interior scene of the Farnsworth house. LEARNING OBJECTIVES: • Working with Standard Primitives • Working with Extended Primitives • Working with Modifiers • Using snaps, moving and manipulating geometry • Isolating geometry with the Display Floater PROCEDURE: 1. Open Autodesk VIZ 2006 2. From the pulldown menus select Customize, Units Setup 3. Set the units to US Standard, feet w/ decimal inches. 4. Right-click on the “front” text in the front viewport to activate the viewport

properties options and select show grid. We will be working in the front viewport for the first portion of this exercise.

5. In the command panel, select create, shapes, splines, and select rectangle. 6. Using the keyboard entry rollout, create a rectangle with a width = 27.25” and

a length = 32.75”. Set Y = 16.375”. Click Create.

Knoll, Inc. TUGENDHAT CHAIR Designer: Ludwig Mies van der Rohe Date of Design: 1929 Manufactured by Knoll – 1965-76 Materials: Solid stainless steel frame; leather straps, leather upholstery over foam cushions Dimensions: W 29 ¾”, D 27 ¼”, H 32 ¾”

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7. Select the modify tab and change the name of the rectangle to “guideline”. This box represents the overall dimensions of the tugendhat chair, and we will use it as a guide to control the overall shape and dimensions of the object.

8. Maximize the front viewport using the Maximize Viewport Toggle located in the lower right corner of the screen and then Zoom Extents All. 9. In the command panel, select the create tab, shapes, splines and select the

line tool. 10. Create the Z shape with 4 vertex points as shown in figure 5.01. 11. Select the line and switch to the modify tab. 12. Expand the line object to view the sub-object list. 13. Select the vertex sub-object. 14. Make sure that the select and move tool is active. 15. One at a time, right click on the middle two vertex points (interior corner points)

and change them to bezier using the quad menu. Move the vertex point and the bezier handles as necessary until the shape matches the shape shown in figure 5.02.

Figure 5.01 Figure 5.02

16. Exit the sub-object by clicking on vertext sub-object to deselect it. 17. In the create tab, create another line shape with 3 points to match the one

shown in figure 5.03 18. Back in the modify tab, again editing at the vertext sub-object level, use the

select and move tool to select the corner vertex point 19. Right click and change the point to a Bezier corner. 20. Using the select and move tool, adjust the handles as shown in figure 5.04 so

that the seat and the back both have a slight outward curve. Note: Remember that you can move both the vertex point and the bezier handles. Each will affect the final outcome of the shape slightly differently. Work with these tools to match your shapes as closely as possible to the diagrams shown in this exercise.

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Figure 5.03 Figure 5.04

SWEEP MODIFIER 21. Exit the vertex sub-object level. 22. Click on the maximize viewport toggle to restore the 4 active viewports 23. Click on the zoom extents all button to zoom to the extents in all of the

viewports. 24. Activate the left viewport. 25. Using the create tab, select shapes, splines, and create a rectangle with the

length = .5” and the width = 1.5”. The exact location of the rectangle does not matter at this point. You can create it on screen or using the keyboard entry. The rectangle shape will be small, and may need to be moved to be visible for the next portion of the exercise.

26. Maximize the perspective viewport and adjust your view so that it looks similar to figure 5.05. You will need to be able to see both line shapes and the rectangle you just created.

Figure 5.05

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27. Select the first line object you created named line01. 28. In the command panel, select the modify tab. 29. From the modifier list pulldown, select a sweep modifier. 30. In the section type rollout, select the use custom section radio button. 31. Click on the pick button, and then select the rectangle shape you just created. 32. The rectangle has now been swept along the line path, but need to be rotated so

that the orientation looks correct. 33. In the sweep parameters rollout change the angle = 90. The shape has now

been rotated to its correct orientation. 34. Repeat this process to sweep the same shape about the second line object

named line02. 35. Your model will now look like figure 5.06.

Figure 5.06

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36. Click on the maximize viewport toggle to restore all four viewports. 37. Use the zoom extents all tool to reframe all of the viewports. 38. You may need to adjust the spacing between the two shapes. If so, use the

select and move tool, and work in the front viewport. Move the top object as necessary so that the two frame shapes are just barely touching as shown in figure 5.07.

39. Delete the box shape you used for the sweep modifier.

Figure 5.07

GROUPING THE FRAME 40. Select both frame objects you have created. (Hold down the control key to make multiple selections) 41. From the group pulldown menu, select group. 42. Name the group “frame01” COPYING THE FRAME 43. Activate the top viewport. 44. In the top viewport, use the select and move tool to shift-click and drag a

copy of the frame group constrained to the Y axis. 45. Select Instance in the clone options dialog box. 46. Right click on the select and move tool to open the transform type-in floater. 47. Set the Y coordinate = 28”. (2’-4”)

48. Your model should now look like figure 5.08.

Figure 5.08

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MODELING THE CROSS BARS 49. Arc rotate in the perspective viewport so you have a view similar to figure

5.09. We will now be modeling the cross supports for he chair. 50. In the command panel, select create, geometry, standard primitives and

select the box tool. 51. Create a box with the following parameters: length = 26.5”, width = 1.5” and

height = 0.5”. (create on screen or using the keyboard parameters) 52. Activate the 3d snap tool. 53. Right click on the snap tool to open the grid and snap setting dialog box. Set the snaps to vertex only. 54. Use the select and move tool, along with the vertex snaps, to move the cross bar into the position indicated in figure 5.09 55. Turn off the snap tool, in the next steps we do not want it active. Your model should now look like figure 5.09.

Figure 5.09

56. Select and maximize the front viewport. 57. Select the box01 shape that you created for the back crossbar. 58. Using the select and move tool, shift-click and drag out two copies of the

cross bar and locate them as shown in figure 5.10. 59. In the clone options dialog box select copy for each of the two new shapes. 60. Use the select and rotate tool to align the profile of the cross bar with the side

frame.

Figure 5.10

Box02

Box03

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61. One last cross bar is needed at the top of the chair. Using the select and move tool, shift-click and drag a copy to the location shown in figure 5.11.

62. In the clone options dialog box select copy. 63. Use the select and rotate tool to align the profiles of the frame 64. Arc rotate in the perspective viewport back to the front of the chair. 65. Verify that the cross bars appear as shown in figure 5.12.

Figure 5.11

BENDING THE BARS 66. The two cross bars located below the seat cushion have a slight bend to them.

There are a number of modifiers that might accomplish this. We are going to explore the FFD (free form deformation) modifiers for this task.

67. Before we can properly modify the shape, we need to add more segments to the cross bars.

68. Select the front horizontal cross bar which is named box02. 69. In the command panel, select the modify tab. 70. In the box parameters set the length segs = 15, the width segs = 5 and the

height segs = 5. 71. Repeat this same procedure for the second horizontal cross bar named box03,

adding segments to the length, width and height.. 72. Select again the box02 crossbar. In the modify tab, add a FFD 3x3x3 from the

modifier list. 73. Expand the modifer and select control points gizmo. 74. In the front viewport, use the select and move tool to click and drag a

selection box around all of the middle control points of the object. 75. Move the control points down slightly as shown in figure 5.13. 76. Exit the control points gizmo by clicking on it. Deselect by clicking in a blank area

of the screen. You will now see that the bar has been curved. 77. Using the same procedure, add a FFD 3x3x3 modifier to the back horizontal

bar named box03. 78. This shape has slightly more bend to it. Move the control points down until they

look like figure 5.14. 79. Exit the control points gizmo and deselect. Zoom extents all. 80. Your model should look like figure 5.15.

Box04

Figure 5.12

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Figure 5.13

Figure 5.14

Figure 5.15

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MODELING THE SEAT CUSHIONS 81. In the command panel, select create, geometry, extended primitives, and

then select chamfer box. 82. Create a chamfer box using the keyboard entry rollout. Set the length = 2’6”,

width = 1’10”, height = 3” and fillet = .5”. Click Create. 83. Name the object “seatcushion” 84. The cushion will be created on the ground and will not be aligned with the body

of the chair. Use the select and move tool to position the cushion in place. Hint: Set the Y coordinate of the cushion to be 14”. Use the top veiwport to align the shape in plan in the x direction. Use the front viewport to align the shape vertically in the z direction. Zoom in to be as accurate as possible.

85. Use the select and rotate tool to align the shape to the angle of the chair’s frame.

86. Your model should look like figure 5.16. 87. Model the back cushion by creating another chamfer box with the length =

2’6”, width = 1’4”, height = 3” and fillet = .5”. 88. Name this object “seatback” 89. You will again need to move the object 14” in the Y direction. You will also need

to raise the object vertically into place and rotate to align with the frame of the chair. Use the same procedure as you used with the previous cushion to position the object in place as shown in figure 5.17.

Figure 5.16 Figure 5.17

ADDING THE DIMPLES 90. We will also add the dimples and buttons to the chair to add

some character and detail to the model. 91. Select the object named seatcushion. 92. In the command panel, select the display tab. 93. In the hide rollout, click on hide unselected.

Note: the Hide and Freeze tools can be very useful for working in files with a lot of geometry data. Hide will hide objects from view as just demonstrated. Freeze will keep the object visible, but you cannot select or move the object.

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94. Only the seatcushion object should be visible at this point. 95. In the modify tab change the length segs = 24, width segs = 15, height segs

= 10. 96. To model the dimples in the seat cushion, we need to select the individual

polygons of the cushion in a pattern that resembles the dimples, and then apply a modifier to deform them. The first challenge is to be able to select the polygons we want without becoming confused by the geometry. To do this, we are going to create a plane to use a guide for our selections.

97. In the command panel, select create, geometry, standard primitives and then select plane.

98. In the top viewport, create a plane with a length = 2’6” and a width = 1’10”. Set the length segs = 5 and the width segs = 4.

99. Change the color of the plane to a color that contrasts the seatcushion object. 100. In the top viewport, select and move the plane so that it is visually aligned

with the seatcushion object as closely as possible. You do not need an exact alignment, however you may want to maximize the top viewport to improve your accuracy.

Note: working in the top viewport, the plane will remain on the groundplane, the seatcushion is still elevated, which will work fine for this task. 101. Your model should look like figure 5.18. Notice that the “gridlines” of the plane

align with the center of a polygon in the seatcushion. We will use this as a visual guide to select and create the dimples.

Figure 5.18 Top view of seatcushion with plane below

102. Continue working in the top viewport. 103. Select the seatcushion object. 104. In the modify tab, add an edit mesh modifier from the modifier list.

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105. In the selection rollout select the polygon button as shown in figure 5.19. This is the same as expanding the edit mesh modifier and selecting polygon.

106. Scroll down until you see the soft selection rollout. 107. Expand the soft selection rollout and check the box “use soft selection”. 108. Set the falloff = 1.5” as shown in figure 5.20.

Figure 5.19

Figure 5.20

109. In the top viewport, with the select and move tool active, select all of the polygons as shown in figure 5.21. You are selecting all of the polygons where you can see a grid intersection from the plane below. Hold down the CTRL key to select multiple polygons. If you accidentally select the an incorrect polygon, simply click on it again to remove it.

Figure 5.21

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110. In the front viewport, move the polygons you just selected downward, constrained in the Y direction, to create the dimples. You will see how the soft select options feathers your selection. Use figures 5.22 and 5.23 for reference.

Figure 5.22

Figure 5.23 enlarged view—Front Viewport

111. You will repeat this process to add the dimples to the seatback object. 112. Use the display panel to unhide all. 113. Select the seatback object and click hide unselected to isolate the seatback

object. 114. In the modify panel change the length segs = 24 and the width segs = 15. 115. Create a plane in the left viewport this time. 116. Set the length = 1’5”, the width = 2’6”, the length segs = 4 and the width

segs = 5. 117. Set the color of the plane to contrast the seatback color. 118. Use the select and move tool to alight the plane with the seatback object

working in the left viewport. 119. Select the seatback object and add an edit mesh modifier. 120. In the selection rollout select the polygon button. 121. In the soft selection rollout check the box “use soft selection”. 122. Set the falloff = 1.5”. 123. Working in the left viewport, use the plane as a guide to select the polygons

in the pattern shown in figure 5.24 124. Use the select and move tool, working in the front viewport to move the

polygons to create the dimples as shown in figure 5.25 125. When you are finished creating the dimples, deselect, unhide all, and zoom

extents in all of the viewports. 126. Hide the two plane objects and the rectangle you created at the beginning of

this exercise. You can use the hide by hit or the hide by name tool in the display panel.

127. Your model should now match figure 5.26.

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Figure 5.24 Figure 5.25

Figure 5.26

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ADDING THE BUTTONS 128.Create a chamfer cylinder with a radius = .3”, a height = .25” and fillet = .1”,

set the fillet segs = 4. 129. Move the button into place using the select and move tool. Use the select

and rotate tool to align the button with the cushion. You will need to work in all of your viewports to correctly align the button as shown in figure 5.27

130. Once the first button bas been aligned, use the select and move tool to copy the shape to all of the other dimple locations on both the seatcushion and the seatback. Create instances in case we decide to change the button profile later.

131.Your final object should look like figure 5.28. 132.Save your file as yourname-tugendhat.max.

Figure 5.27

Figure 5.28