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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