Saturday, 3 December 2011

Modelling - building - interior - room geometry


Drag out plane - add sufficient segments to allow for adjustments
(this sample 4x4 segments)


Alt + x = see through - align with profile of guild hall floor - highlight and remove extra geometry(as shown)
(extra geometry mat be required via connect)


Add extra geometry via connect (2 segments - pinch + slide) to trace doorway profile
((Always connect throughout object - so geometry always flow from end to end of geometry)


Apply same method to windows


All entrances and windows should have geometry either side to allow for polygon selection as shown


Select boarder - hold shift - drag new geometry vertically


Drag to height of roof via side profile


One entrance involves lowered floor - Use geometry via connect to trace edge of profile of lower floor


Extrude downwards to appropriate depth


Apply connect to cut height into sections (3) - align with window height


Shows adding lower line


Highlight geometry which aligns with windows + doorways as shown



This will allow for easier selection in perspective view (were defence planes cannot be accurately used)


Unhighlight geometry on floor
Leaving door profile + window profiles highlighted


delete (remove)


Unhide windows - shows views (ONCE AGAIN) do not align


Adapt rooms window geometry to align with created windows


Showing aligned walls


Show roof - select roof underside - highlight all underneath geometry


Detach as clone


Hide roof leaving only new room roof geometry (place in separate layer if necessary
Select top edge - apply chamfer


Align to accommodate bat box
hide once finished


Guild room has beams running across - create box geometry - editable poly - match with profile




Add beams vertically using same method


Extrude to base hight - copy as required


Unhide roof - Adjust beam hight to meet roof as accordingly


Extend side walls via shift and drag vertically


adjust vertices to align with roof


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