Courtyard

Hello Everybody

I’ve started work on a garden/courtyard scene, just basic blocking in, but more updates soon :slight_smile: This project will also be my introduction into texturing.

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Update!! :slight_smile: I’ve begun the process of actually modeling, just starting with the windows and stuff.

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Not bad! What is the hole for though?

I’m planning a set of stairs leading down to a partially submerged door, like a cellar of sorts

Update :slight_smile: i haven’t been able to work on it as much as i’d like, due to work and life in general,

haha woops, didn’t mean to press the “Submit quick reply” button :stuck_out_tongue: Anyways, here’s some new renders, the second one is of the place where the hole was, and the first is a general update. I’m trying to figure out how to do the shingles for the roofs, and the brick for the floor, if anyone has really good methods, please let me know.

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and is it just me, or is the new beta radically less stable than Alpha 2? the recent update would have included much more, but blender keeps crashing repeatedly on when i try notable things such as saving, loading background images, and switching to camera view. I had much more modeled, but i went to save, and blender crashed… >.< it was extremely aggravating, especially when it happens repeatedly. Just wondering if i’m the only one this is happening to.

I’m running 2.53 on Ubuntu 10.04, twice on different days blender started crashing repeatedly both times I had run update manager earlier that day but a restart was not required. After blender started crashing I rebooted and blender stopped crashing.

As for your model it’s looking good.

Use array modifier for shingles, just play around with the rotation and the offsets…

Hi everyone, I know it’s been a while, and that this update doesn’t offer a whole slew of changes, however, the two walls i modeled approximately 22 times, with blender crashing in varying stages of completion on them. A couple at least once i was done and went to save and blender would crash, so yeah, here’s the walls :slight_smile:

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So I kept working and forgot to post updates, anyways here’s a few updates. I expanded my plan to include an aging complex of sorts. A cluster of older buildings. Now, i was modeling some piping and came across an issue. I have almost no experience texturing, and was curious which pipe would be easier to texture. The first one is joined to the coupler, and in the second screenshot the pipe and the coupler are the same object but not connected by vertices. If there wouldn’t be any difference for ease of texturing I’d obviously sooner go with the unconnected one cuz it looks better. Anyways, crits and comments as usual :slight_smile:

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Alriiighty, well despite all the opinions and amount of discussion about modeling pipes, I went ahead with the second screenshot. Here’s the update :slight_smile:

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Wow, that looks awesome! I can’t wait to see it textured!

Thanks :slight_smile: Me too ¬.¬ hehe I have basically no knowledge or background in texturing. I plan to make color, normal and spec maps for all of it buuut I will have to learn actually how to do that. In the mean time I’m continuing to model the rest of the building. The overall shape isn’t even done. It will eventually be much more rectangular with flat roof and a greenhouse on top.

Looking really good so far! proporsions are right and I love the little detail! makes me want to do something like this for my demoreel!:slight_smile: are you going to bevel those sharp edges? Or use the textures to hide them? Do you think that making those supporting wood structures bit bumpy or twisted could add some realism, or would such subtle changes show up in a render? maybe making those boards around the window less perfect in few places could add some realism?

By the way you know how to use set sharp, and edge split modifier right? that could be useful if you need to modify those pipes, don’t know if it would make it easier to texture or unwrap tho…

Thanks for the support :smiley: I do plan to bevel the edges…well so far I plan to, but it’s much harder to model after they’ve been beveled and I don’t like the new bevel modifier because it doesn’t treat every edge the same, it’s kind of like sub surf :\ Like if you have a rectangular board and use the bevel modifier it bevels the ends much more than the sides. I would love to make everything look very aged through the model a) It would not show up a whole lot in the render and b) would make it much harder if I have to come back and revise stuff. I hope to show most of the aging through the textures. I do not know about the sharp and edge split modifiers but the way I have the pipes set up right now works pretty well. At least from a modeling stand point. Besides, while I love the look of the pipes, and they’re fun to model, they are a detail and I’m trying not to get too hung up on problems with the details.