How to model a "Incline Curved Ramp" Sidewalk

Hi guys, Im struggling to model this curved and inclined ramp of a sidewalk…


001

Its wider in the beggining and narrow on the top.
And, do you think its better to model the pathway together with the curb, or should i separate it?

What is the best workflow for this?

Thank you, i really need help on this one.

I tried to make something similar to what you’re achieving.
sidewalk.blend (971.2 KB)

Probably it’s not perfect.
If you have to be really really precise, probably it’s not the best to create two curves for the sides because it’s not sure to match the other surfaces.
But if you can overlap something, I think it could work.

In any case, I’m quite interested to see other more “procedural” way.

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Thought it would be fun to assemble a ‘two-rail lofter’ with GN…
My advise is to do it by hand. It doesn’t need to be very precise, just to follow the rest of the terrain as close as 2 to 4 cm should be enough. That should be something that someone can do in a few minutes without any brain damage.

Road works aren’t perfect, and if your 3d is, then it will look fake. Doing it by hand will add some imperfections to the ramp, and with a good material, it will look natural.

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Here is my take:


sidewalk2.blend (954.3 KB)

If you frequently work on modeling sidewalks in 3D I agree with Secrop, a GN setup would be ideal, otherwise, plain polymodel would be enough.

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Thank you so much for the reply, i was sweating!

I really liked what you did. I´m gonna try it myself and update you guys.

You can grab a line where the road can be made with a curve and use this curve to form a plane.

Look up the photo material for the exact formation of the road :thinking:

Here is my take using GN Loft w/ simple curves in a collection.


Here is the Loft Nodes

And the contained Group Flip Indices

Have Fun!
Happy Blending!

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So i tryed it. I thought it was going great but when i change to render mode it shows some weirdness…


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And if i had a subdivision modifier it gets worse.

Any ideia how to fix this?

The edge is not connected.
I don’t know why you use subdivision modifier for this type of modeling.
Are you going to use displacement :thinking:

have you tried what @oo_1942 suggested?

You could make it in a fast way like this (if there is a faster method I’d like to learn):

  • delete the face without delete the edges.
  • select all the edges
  • in edit mode go to Face → Grid Fill

Hmm… i just discovered that using a surface may be helpful ( Thanks to this question …also “promoting” it a bit :wink: ). But i didn’t used the usual nurbs (above) but convert it from a bezier (Convert Bezier to Surface) via the Curve Tools addon (beneath) and a one loop delete. This seems to be somehow simpler to edit :

So with some subdiv to make proper UVs:

Surface.blend (111.5 KB)

And there’s also the ‘Curve Operator’ from the LoopTools addon… It fits this purpose quite well.

Thank you for replying! im gonna give it a try later on, although the way @marcatore did worked just fine!

I want to use a subdivision modifier because i would like to add a cobblestone texture with displacement map.

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I´ll try his way later on for sure!

But for now your way worked just fine! Thank you so much!