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designgoblin
02-28-2005, 04:36 AM
http://members.shaw.ca/designgoblin/tower.jpg
Hi, I've started to model a medieval castle but I can't figure out how to round out the "supports" (not sure what the proper name is) under the battlements. Can anyone advise how to make these easily? I can live with the square ones but the "arch" type is a little nicer..and there's gonna be a lot of them.

Thanks

DG>>

chromega
02-28-2005, 10:49 AM
hey there!

that part of your castle is looking good DUDE! Anyways, as for round out the supports, have you tried using booleans to get the arch shape?

laters

Kedhrin
02-28-2005, 01:15 PM
i'd use a boolean

or, create a tube, make it half not a whole tube. the inside vertices are your inside of your arch, make the outside one come to a flat surface, move the bottom ones on the outisde down or move the inside ones out some to make it look right....

if that made any sense.

designgoblin
02-28-2005, 05:14 PM
I want to avoid booleans if I can as it'll make a nightmare of the mesh and I need a way to effect all the polys at the same time. There must be a way using the poly edit tools to create these curves within the extrude/bevel/inset type controls..maybe using meshsmooth etc?? I dunno. I'll maybe post into the Minas Tirth Project (http://www.cgtalk.com/showthread.php?t=153431&highlight=minas)thread and ask there as they're modeling this type of thing all over the place there;)

Thanks

DG>>

Pjanssen
02-28-2005, 05:27 PM
I would use splines (arcs) for this. Make an arc from 0 to 180 degrees, convert to editable spline. Now make, with 'create new line' the part around the arc. So the wall around the arc basically. Make sure that it's a closed spline.

Now use extrude and you've got your basis. The rest could be done with polymodelling.

jbo
02-28-2005, 05:35 PM
i'd take a nurbs tube and stick it in there as a template, then just split some edge loops and line it up to the nurbs. when smoothed it should have a pretty even roundness. sorry, it's kinda hard to explain in words. but yeah, sweet textures so far.

DeePG
02-28-2005, 05:36 PM
Another option is to use successive line chamfers. In 3ds Max, this works great.

I've attached some examples of this. You will have to do some vertice editing to keep the exact shape your looking for but this is a quick way to get a rounded corner. Correct use of smoothing groups will finish it off nicely.

For round corners I typically make each successive chamfer 1/3 the size of the previous.

Happy modelling!

designgoblin
02-28-2005, 05:45 PM
DeePG & Jbo..both these could work. The chamfers will do the job across multiple "arches" at once which is preferable and I had thought of that...but the template guide thing might offer a cleaner mesh?? I'll give 'em both a shot. Thanks.DG>>

FlexGiddy
03-01-2005, 02:13 AM
another way is to create a spline square with vertex snap on and drag from one end of the opening to the other.... then convert to editable spline. Creat a arc spline that vertex snaps from one end of the square to the other and set the roundness of your curve. Then delete out the edge of the square the arc will attach and then attach the arc. weld the verts and then face extrude. It's actually much easier then it sounds... If you need a visual of what I'm saying let me know. :thumbsup:

Ed

Wintermute
03-01-2005, 09:15 PM
that tower is looking really, really good!

depending on how much of that is modeled, and how much is texture..you could build one arch then clone multiple times around your circle.. eg;

part one occupies 10 degrees of your circle, clone that around a cetral point, with a 10 degree offset, 35 times to complete the circle. That's how I go about making things like mag wheels, rotors, or anything else that has multiple identical parts aranged around a central point.

you could do the arches on a seperate layer, then copy over verts you need to your main layer and push them around as needed depending on how you built your tower.

very cool work so far! looking forward to updates.

:beer:

designgoblin
03-01-2005, 09:18 PM
Well I understand that method for creating an arch, but I need them on a circular tower. I could always make an array of one complete arch and join them all together..and then model the rest of the tower from there, but I was hoping for a less manually intensive method. Worth a shot though! ;)

DG>>

FlexGiddy
03-01-2005, 11:48 PM
Well you would be using that method for one arch and then since all of the openings are the same...you can set the center pivot to the center of the tower and then rotate the surface to the other openings.


Ed

Abraham
03-02-2005, 02:48 PM
Hi, here is how I would do it : I would model one "unit" flat, attach all together and then use the bend modifier to make it round. Here is a picture, I hope it will help (sorry for the size, I wanted it to be easy to see :)

http://www.alternativeworlds.org/linkedpics/castle.jpg

BTW, very nice start and texture here :)

designgoblin
03-03-2005, 08:15 AM
Cooool. I never thought of that. That makes a lot of sense. With enough repeats, the tower should look pretty close to a smooth cylinder, and it's exactly what I need for a time saving solution. Thanks.

DG>>

jamacsween
03-03-2005, 12:47 PM
Designgoblin,

Nice texture on the tower and the dirt detail below the arrow slots is a nice touch.

Abraham,

Very elegant solution and will file that one away for future.

Cheers

JA

FlexGiddy
03-04-2005, 12:26 AM
It's all about time. There's just never enough. Can't wait to see some more.


Ed

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