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DRAWING
FROM THE MODEL
Fundamentals of Digital Drawing, 3D Modeling,
and Visual Programming in Architectural Design
Frank Melendez
Foreword by Sunil Bald
Drawing from the Model
Drawing from the Model
Fundamentals of Digital Drawing,
3D Modeling, and Visual Programming
in Architectural Design
Frank Melendez
This book is printed on acid-free paper.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise,
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Limit of Liability/Disclaimer of Warranty: While the publisher and author have used their best
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the accuracy or completeness of the contents of this book and specifically disclaim any implied
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Wiley publishes in a variety of print and electronic formats and by print-on-demand. Some mate-
rial included with standard print versions of this book may not be included in e-books or in print-
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mation about Wiley products, visit www.wiley.com.
ISBN: 978-1-119-11562-5
ISBN: 978-1-119-11564-9 (ebk.)
ISBN: 978-1-119-11563-2 (ebk.)
10 9 8 7 6 5 4 3 2 1
Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x
v
Contents
Chapter 5: 2D Drawing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
5.1 Drafting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
5.2 Points and Lines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
5.3 Curve Control Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
5.4 Working with Lines and Planar Curves . . . . . . . . . . . . . . . . . . . . . .92
Endnotes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
vi
Contents
vii
Foreword
As pervasive as Laugier’s Primitive Hut myth, the “napkin sketch” occupies a power-
ful place in architecture’s disciplinary and professional narrative. The image, indeed
expectation, of the artistic genius sketching out a design, one that is seamlessly real-
ized, with nothing but cocktails, a fountain pen, and a napkin as aids, has simplified
the incredible complexities and collaborative systems that have always been required
to put a building together. The discipline’s embrace of the napkin sketch paradigm
has arguably been a force in resisting the integration of new technologies into the
teaching of architectural design and visualization. Architecture still likes to think of
itself as a creative endeavor, and the transition from the fountain pen to digital tools
came to symbolize an abdication of individual authorship. However, the advance-
ments of the technologies and techniques outlined in Drawing from the Model reveal
the promise to rethink what drawing is, and consequently to embrace the interplay
of intention, intuition, iteration, and integration that has always been a part of the
design process.
Historically, these first two “i’s” (intention and intuition) have been foreground, and
reflected by the napkin-sketch scenario. While Drawing from the Model does not deny
their importance, its focus on the interplay of drawing, model, and technology puts a
spotlight on the pedagogical importance of iteration and integration. In this volume,
“drawing” and “model” are terms that flow between digital and manual techniques,
as intertwined players in a process of discovery and materialization. As such, in con-
sidering the role of drawing and modeling as teachers, we need to shift our obsession
with physical output and understand how different tools can expand the various pos-
sibilities for cognitive and creative input. How can our students move fluidly between
tools to sketch; to ideate; to translate between two-dimensional drawing and three-
dimensional space and volume; to evaluate; to fabricate; to collaborate with others;
to represent in four dimensions; to simulate the real; to foreground the idea over the
real? The boundlessness of what drawing can be and what it can do opens up oppor-
tunities and expands our notion of architectural creativity.
Digital tools have become an unquestionable part of the design process, and
less threatening to the creative territory we architects like to claim as intrinsic. Con-
sequently, we now find ourselves in a post-rendering age, where what drawing
and modeling can be is ever-widening. This is the perfect time to acknowledge the
many places that we draw from, and the explore the possible routes to get there that
Drawing from the Model presents us.
Sunil Bald
Sunil Bald is founding partner of studioSUMO and associate dean and professor at the
Yale School of Architecture where he teaches design and visualization.
viii
Acknowledgments
This project was initiated while teaching at The Bernard and Anne Spitzer School of
Architecture, City College of New York (CCNY). Many faculty, staff, and students have
been supportive of this project and have contributed in various ways. I would like
to thank the following faculty members for their guidance, suggestions, and criti-
cal feedback during this process: Gordon Gebert, Julio Salcedo-Fernandez, Jeremy
Edmiston, Marta Gutman, Michael Sorkin, M.T. Chang, and Bradley Horn. This book
was supported in part by The Bernard and Anne Spitzer School of Architecture, CCNY.
Thank you to the Spitzer family for their support of the school. Thank you to Camille
Hall. Thank you to Hannah Deegan for her assistance. Many of the drawings and
images in this book are the result of architectural representation and digital design
courses that I have coordinated and taught over the past few years at The Bernard and
Anne Spitzer School of Architecture, CCNY, as well as courses that I taught at Carnegie
Mellon University. I would like to thank my colleagues who have helped to shape
these courses and all of the students who have contributed their work.
I would like to thank the following reviewers for their generosity in providing great
comments and suggestions: John Eberhart, Susannah Dickinson, Mara Marcu, Bradley
Cantrell, Chrisopher Dial, Yichen Lu, and Michael Young.
A special thank you to Sunil Bald for writing the foreword to this book. I’m very
grateful for his insight and meaningful contribution to this project.
I would like to express my gratitude and a appreciation to all of the talented archi-
tects, artists, and designers who supported and contributed to this book by provid-
ing drawings, renderings, photographs, and other images of their exemplary projects
and work. Also to all of the foundations and organizations who provided access to
resources as well as permission to include images from their collections in this
publication.
I would like to thank Robert McNeel and Jody Mills for their support and the var-
ious individuals who contribute to the Rhinoceros and Grasshopper software, add-
ons, communities, and forums.
Thank you to the editorial and production teams at Wiley, in particular Margaret
Cummins, Amy Odum, Kalli Schultea, and Vishnu Narayanan, Amy Handy for her edi-
torial contributions,and Helen Castle for supporting me in initiating this project with
Wiley.
This book was written in part during a residency at the MacDowell Colony in
Peterborough, New Hampshire. Thank you to the members of the MacDowell Colony
for their support of this project and their larger mission of supporting the arts.
Finally, I would like to thank my family for all of their continuous support and
encouragement.
ix
Introduction
Architectural drawing is a communicative medium that is based on our ability to
translate ideas pertaining to three-dimensional geometry into two-dimensional rep-
resentations. Since the Italian Renaissance, the primary mode of representing archi-
tecture through drawing has been based on parallel and perspective projection
techniques. Although other mediums of architectural representation have devel-
oped from technological advances such as photography and film, drawing remained
the primary communicative medium of architecture. With advances in computing
and the invention of computer-aided design (CAD) tools in the 1960s, the produc-
tion of architectural drawing shifted from hand drafting to computer-aided drafting.
Computer-aided design drawings proved to be more accurate, faster to produce, and
easier to correct and copy. While this had a big impact on the production of draw-
ings in both academia and practice, the technique of creating drawings by two-
dimensional drafting methods remained the same. It wasn’t until advances in
3D modeling, beginning in the 1990s, that the role of drawing in architecture was
called into question. 3D models provided opportunities to generate and visual-
ize new geometries and forms based on topology. This visual imagery relished the
appearance of rendered, seamless surfaces, often output as matrices from animation
sequences. Digital models demonstrated the potential for iterative designs based on
variable parameters. Animation software introduced temporality to the virtual envi-
ronment, and the impact of forces and behaviors on geometry and form. As compu-
tational technologies continued to evolve, so did the digital tools, techniques, and
workflows used to design, model, and draw architecture. Today, 3D models, in tan-
dem with visual-programming tools, offer architects and designers new methods for
generating geometry, forms, and systems through the use of scripting and algorith-
mic processes that continue to impact architectural design and representation.
Drawing from the Model presents design students and professionals with a broad
overview of drawing and modeling in architectural representation, beginning with
historical analog methods based on descriptive geometry and projection, and tran-
sitioning to contemporary digital techniques and workflows based on computational
processes and emerging technologies.
Part 1 offers an overview of drawing, modeling, and computing, with descriptions
and examples of drawings that range from hand sketching to computational visu-
alizations, and descriptions and examples of models that range from analog mate-
rial performance studies to digital physics-based simulations. Additional content
includes methods that blur the boundaries of physical and digital environments, such
as scanning and digital fabrication technologies.
x
Introduction
xi
Part 1
Architectural Representation
and Digital Technologies
Part 1 focuses on the topics of drawing, modeling, and computing technologies, and situates these
terms within the context of architectural design and representation. This begins with an overview
of architectural drawing based on how we (humans) perceive the forms and spaces that surround us
and the use of drawing as a tool for visual expressions based on our observations and imagination.
This includes the use of analog and digital tools for creating two-dimensional projections of three-
dimensional geometry, and conventional and novel methods of drawing that range from the dexter-
ity of the hand and pencil to the processing of computational algorithms.
This section describes the role of architectural models and their application in various stages of
the design process. Architectural representation includes the use of physical models, real materi-
als, to sketch and to create experimental, performative instruments, as well as the use of digital
models, and virtual environments, to create geometry, explore topologies, parametrically driven
iterations, algorithmic processes, and computational simulations. Additionally, technologies such
as virtual, augmented, and mixed reality, and scanning devices, provide new methods for visual-
izing digital environments and digitizing physical spaces. This ability to navigate back and forth
between the real and the virtual is continuing to blur what used to be distinct boundaries between
Part 1 Architectural Representation and Digital Technologies
these two worlds, through advances in digital fabrication tools. Digital models can
be output directly to various rapid prototyping machines and industrial robots,
and realized as physical, material constructs. Conversely, physical elements can be
scanned and data can be used to drive digital models. Computing technologies con-
tinue to evolve and expand abilities for working fluidly between analog and digital
processes, opening up new possibilities that are expanding the role of architectural
drawing and representation.
2
Part 1 Architectural Representation and Digital Technologies
The use of both parallel and perspective projections provided methods for design-
ing and conveying architectural designs through drawing. (See Figure 1.12.) Within
digital 3D modeling software, the location of points in space and the projection of
points onto a plane are the basis for viewing three-dimensional representations
within viewports and on flat screens and monitors, and creating two-dimensional
drawings from three-dimensional models.
14
Chapter 1 Architectural Drawing
Figure 1.12. Étienne-Louis Boullée, Restauration de la Bibliothéque Nationale (Restoration of the National
Library), 1785–1788.
Sketch Drawings
Sketches are typically drawings that are produced quickly
to visually understand or communicate an idea. Sketching,
whether by hand or through the use of digital technologies,
provides a method for quickly creating visual information to
think through an idea and/or communicate an idea to others.
The sketch of the Cube I Office Tower in Guadalajara, Mex-
ico, by the Spanish architect Carme Pinós illustrates the for-
mal and spatial arrangement of the tower’s floor plan, and
visually conveys a conceptual idea of three triangular shapes
that overlap to form a central core. The sketch also illustrates
the linear inner edges of the triangular shapes, which are
merged together through a series of curves that create conti- Figure 1.13. Carme Pinós, Cube I Office Tower, Guadalajara,
nuity in the envelope. (See Figure 1.13.) Mexico, 2002–2005. Sketch drawing. Courtesy of Estudio Carme Pinós.
15
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