Generating base mesh for modular walls

I’m currently working on a set of modular walls for a game: I tend to create several different sizes, and also different angles for corner combinations (15, 30, 45 deg, etc.). I’m sure there’s a way to automate this, but I’m not able to think about the right process here. Automating this would also rule out metric errors (like me messing up the grid).

This is what modular kits look like:

Basically, I was looking for a way to generate a set of base meshes (like, just optimized rectangles that respect the grid), which then I can use to start detailing (by adding moulding, greebles, etc). Automating the base rectangles for different sizes (1m, 1.5m, 2m) and also with the CSG for windows, doors, etc.

1 Like

Maybe you could try this: Sorcar - Procedural modeling in Blender using Node Editor
Node based modelling :slight_smile:

1 Like

That’s an option too! Right now, I’m drawing my base wall shape using a curve profile. From there, my script extrudes the curve into a wall of size X. Then I copy that, create different wall sizes.

If I were doing this by hand, my next step would be to add a few edge loops and then carve out the window. And then the door.

Next step, I would duplicate everything and use the Spin modifier to create the necessary angles. I’m trying to find a better way to automate the rest of the process. How can I even add the edge loops and carve the window by code?