![]() ![]() It's a little bit different from NURBS modeling in a polygonal modeler like Maya or Modo, but if you're familiar with that, it's not completely alien either. Rhino also has some really good NURBS-compatible SubD modeling, which I recommend picking up once you have a good feel for how NURBS works. I'd start with the Theory Builders and then move onto the Golden Rules.įrom there, any number of tutorials to get started with Rhino will work just fine. It's a different software package, and some of the terminology is a wee bit different, but the underlying concepts are basically identical. Ironically, the best resource for that is the Alias knowledgebase. Reading up on the theory can be a bit of a slog, and it's really tempting to skip it and dive into the program to learn the tools directly, but learning the theory will give you a good idea of what the tools are really doing, and save you a lot of headaches down the line. So, I suggest you start by learning the ins and outs of surface modeling. It's stupendously easy to poke around with tools and get geometry up on your screen, but for it to be clean, well formed geometry, that's a lot more challenging. Rhino is a deceptively difficult program. It can produce precise geometries that are suitable for CAD and can be used in more rigid CAD software, but I would look at it as more of a peculiar kind of sculpting tool, something like Adobe Illustrator except 3D. I wouldn't approach Rhino as a CAD package. If it is something you are good at and it got you the gig, you'll probably find it a convenient first step to explore and organize your ideas before getting into the more rigid and defined 3D modelling environment to consolidate and flesh out those ideas. ![]() The same goes for your hand drawing and design. You will find that while grasshopper is a super powerful tool and can also be a valuable convenience, it is not the be all and end all of modelling and some tasks or portions of the design process are just not worth automating/parameterizing at all. Then once you are comfortable with the individual actions you take to design things in 3D, you can start learning on Grasshopper by trying to describe step by step either an existing design of yours or something novel you want to try do and matching those steps and their order with the components and wires in grasshopper. 3D models are not particularly attractive if you're trying to sell something to your average person and while the native rendering capabilites of Rhino are much improved, they are not at the level of dedicated rendering tools. Then I would reccomend a rendering plug in. Alongside tutorials it will help you gain a more personalized understanding of how to do things. A good idea to get started is to pick some of your hand drawn designs and try to replicate them within Rhino. It is super cool and can be powerful or convenient, but until you know the basics of how to draw and manipulate designs it will just add confusion. For the time being just forget grasshopper. ![]()
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