Wednesday, 2 November 2011

Continuing with the Guildhall

Carrying on from the last post, I am still extruding faces to create the outer walls. By extruding selected faces, I can easily create gaps for the windows to be inserted later. Using ProBoolean in my first attempt was inefficient because of the conversion back to an editable poly, but this method should also help to keep the filesize down, increasing render performance.

Below is the completed outer walls. The back and side that were not there have no been filled and joined. Swiftloop was used quite a lot to make sure there were the same amount of faces to attach when joining the last corner to where I started.


Using clones of the same objects at the front, I have created the support beams for the back of the building. Each window has also been given an upper and lower window ledge, giving the building a bit more detail.


Although the modelling of the building is not done, I can begin to map some materials to it. Due to the nature of our project, the inner walls are required to be split into individual pieces. This means I can freely map the outside without worrying about efficiency with the inner walls.

Using edited versions of the photos our group took around Finchingfield, the netted roof and chimney have been textured, and the lottery sign is textured as it was before.



The support beams and windows ledges have also been coloured a lovely shade of brown.



Again, even though the modelling is not yet finished on the building, I went ahead and created the basis for a floor. This was made using a plane and extruding edges out. Using the snaps tool, the vertices on the plane were matched up to the bottom of the building. All the faces were then selected and they were autosmoothed.



I know roughly what our group's final outcome is to be, and I don't think it is going to be particularly difficult. However, I do think it is going to be extremely time-consuming. Luckily for me, I still enjoying using 3DS Max...for now.

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