What I usually do in these cases is making a cut (vertical) in the polygon where the window should be in. Then you’ll have 2 polygons, one with a window, and one without. Then I just use the same technique as usual and make the rectangle at the size of the newly created polygon.
After that it’s just a matter of deleting the old polygon, attaching the new one with the window and welding the vertices.
Minas Tirith Project || Part 2
Pjanseen,
I have to redo the model because, i just read about the boolean. And thanks for the tips
Thanks
Tabha
Thanks for that tip… these type of buildings rely on those methods i think…I am so used to modelling in poly mode that I have underestimated the power of splines for buildings!
All the arches make an interesting challenge!!!
cheers
Phil
I have some time next week. I saw that you were looking for an texture artist. Im sorry but i have no reference now due to a hdd crash. Here is some outdated work: http://www.mesu.nl/gallery.php and here some texturing for openfrag game
www.mesu.nl/images/koe/cow01.jpg
www.mesu.nl/images/koe/cow02.jpg
www.mesu.nl/images/koe/cow03.jpg
@HawVer: We’ve already found a texture artist who is interested in this project.
And I think that one texture artist is enough on this project. But you can of coarse still model some buildings if you like to.
She’s dutch by the way (it’s a small world
)
Hi PJanssen, I read your last post, asking to people for confirming they are still collaborating in the project.
So, I am.
I am working in building 3-lf-02, the one in the circle in:
http://img57.exs.cx/img57/6501/minas_tirith_model.jpg
I began modeling a basic external estructure, then the interior of basement and now i am detailing the rest of the exterior facade.
Currently it is near 9000 tri, and if i maintain the current detail it will become near 25000 tri of detail. My question is:
¿Do i still modeling at this detail the interior of the buliding (3 floors the main body and 3 more for the tower) or i just center in the external facade?, some screenshots:
http://img23.exs.cx/img23/6682/3-lf-02-Persp1.jpg
http://img43.exs.cx/img43/2358/3-lf-02-Interior1.jpg
http://img43.exs.cx/img43/8352/3-lf-02-Interior1W.jpg
Thanks
@Senmonjin: First of all, sorry that I didn’t answer your PM.
I think that your building looks very nice. The design is not from the LOTR-movie Minas Tirith, but it looks cool and fits quite into the style, so who cares
What I would like to ask you is not to make it too big. I mean, there isn’t a lot of room on that spot for a very large building, so try to keep it just large instead of very large;)
I think that you should first do all the detail in the exterior. Since there aren’t any buildings with interiors (except the great hall), we should focus on the exteriors first. But this is a nice type of building to do an (accessible) interior for, when the time comes.
Keep up the good work!
One more thing: try to keep arches perfectly round (circular), not stretched or squeezed, this keeps the sort of Roman style in the buildings.
Hi all,
I am back from my trip to the mountains and I am able to work on this full time until I start my 3D and web design courses in the middle of September, then I might slow down again.
@Pjanssen: For the finished part, are we also doing textures and bump maps? Also, which level should we do?
@nepali_gurkha: As you are using Maya, you can use boolean. That is what I do and it works for me. All you have to do is make sure that you triangulate the model before exporting. I don’t know how Max handles it, but Maya works good with booleans. Also, what version of maya are you using? I have 4.5.
@Ysaneya: Is it possible to make the demo more like a game, being able to walk around on the ground rather then fly? I think that this would be cool if you could make it work.
I should be posting a pic later of my bell tower with better corners.
Synthesizer,
I am using Maya 5.0, so i can use booleans, right? i just need to triangulate and export. Pjanssen was saying that we shouldn’t use booleans.
Tabha
@nepali_gurkha and all other Maya users: You can use booloeans. Pjanssen is right for Max and possibly other programs, as Max screws up booleans, but Maya is different and can handle booloeans as long as you trianglate your model before exporting. I have a model already in the demo which was made with booleans.
@Synthesizer & nepali_gurkha:
My advises were for max users only indeed. It just sucks in max. But other programs like maya handle it fine.
The textures will still have to wait a little while. As I said, I’ve found an interested girl for the textureartist-function, but I’ll have to talk to her more detailed before we can start.
So just a little more patiente before we can start with the textures.
It would indeed be really nice if it was possible to let people actually walk instead of flying. Though I would like to keep the flying function too, to reach overview positions you know 
@Senmonjin:
An idea for you to make it more MT’ish: Put those typical wing motives on the top of the square tower. Like these, and then only on the corners:
pjanssen
i will definitely be able to get back into the groove this coming month. i’ll put up some more wips soon. and no problem with giving synthesizer the gates.
@PJanssen: Thank you very much for the good advices, i will modify the ellipsoidal archs to get a more roman-like look. I will do two versions of the model, first one with only the exterior (deleting the current interior faces) and one with the whole interior and exterior (as a personal dare).
@nepali_gurkha: I agree with Synthesizer and PJanssen, Maya boolean operators are very consistent compared with MAX ones, dont be afraid to use them.
some advancements in the modeling (i hope not to bore you):
http://img4.exs.cx/img4/8979/facade_2.jpg
http://img57.exs.cx/img57/8469/Facade_2W.jpg
@senmonjin: Ok very good! I have been talking to Ysaneya yesterday about an intro/outro for the viewer, and I got some ideas for it. I think that we could use the interior of your building very well for that. Please contact me on MSN, so we can talk about this more easy:
Pier.Janssen@Planet.nl
@All: Finally another building from me (And DoDo3D) I continued a building (1-rf-04) that Dodo started:
Hello Pjanssen (and others), I have been following your project for a bit and I think that it is super. I work as an architectural designer and draftsman in the U.S. and I would like to help. My main application for making models will be SketchUp 3D (www.sketchup.com). It can export out to .3ds pretty well so it should work. What scale are you guys using? I am used to drawing in feet and inches but I can get around it if needed
. Is there maybe a small, more squarish building I can maybe get my feet wet in and see if I can help? Thanks and once again great job to all modelers who worked on this, great job! BTW, the live demo is pretty sweet as well. Very fluid in it’s movement.
Cheers 
F7
@F700ES: I’m glad that you want to help.
You can have a look at the reference section of the website (see the startpost). There you can pick a building. You can mail or post here if you’re not sure whether the building is already being modelled by someone.
Oh and you don’t need to keep a certain scale. As long as your building’s proportions are right, it’s all ok. I’ll scale them to the correct size when I composit all the buildings.
Cool, I was about to just suggest that. Great, I’ll look at the project site and see if I can find one to try.
Later 
I’m sorry, someone else already started those. (few pages ago)
But you can do the buildings next to it on the right.
