Thursday, 8 December 2011

Modelling - environment - graveyard



Unhide ground layer - create new plane - align with ground plane (upper level)


Create grass material
Use grass bitmap - apply to diffuse
Copy grass bitmap - apply to RGB filter (desaturate all colour) - apply to bump - increase bump size



Apply hair and fur modifier


Create short, sharp blade of grass with dark green texture





Adjusting and testing grass modifier settings



Grass testing 


Doubled created grass



Create layer new put new glass geometry in


Add new reference planes via copy


Adjust uvw map position to align extra reference images to scene


Extend wall geometry same method as steps


Align with view


Add extra geometry to ground plane to allow for geometry to trace outline of outer wall - highlight polygons and detach


Ground needs to be aligned to follow contours of grave yard grass


Screen shot shows alignment - delete created grass


Delete or hide grass plane previously created
Select edge of aligned geometry - shift drag to extend geometry - use connect to add more geometry to create grid


Apply previously used grass bitmap - apply uvw map - box


Highlight strip of geometry to be used as pathway


Vertex mode - alter vertices positions to curve path as required
Detach path geometry


Apply turbo smooth


Enter wireframe mode


Turn off soft select in vertices mode - alter settings to create required radius and falloff (soft selection allows for more organic modelling by creating radial selection around single selected vertex which gradual associated movement.


Radial effect overlaps (intersects) which can allow for different shapes to be create via selection method i.e. screen shot shows row of vertices being elected


Create graveyard area geometry (used photos for reference)


Create box - place inside graveyard - adjust size accordingly


Enter isolation mode - select top polygon - inset - extrude - repeat to create shown effect


Final inset extrude vastly to create pillar (column)


Use connect to add two lines of geometry to split vertical pillar - select opposing newly created polygons to extrude to create cross


Exit isolation mode - check positioning and size - adjust if required


Create box flattern (create wide and narrow box) - use connect to add height geometry loop - apply slide to lower - Select opposing polygons on wide sides - extrude
Select top edges (depth edges) apply chamfer


Extrude base out on sides as shown


Create line - turn on snap tool (grid snap) - draw out simple cross as shown - when finished drawing select close spline yes


Select cross base - right click - smooth - drag upwards (turn off grid snap if necessary)


Convert to editable poly - extrude


select bottom polygon - extrude slightly - elect sides of new extended base - extrude as group outwards


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