My previous post shows an example of what the answer would look like if it were written the same popular way as most questions on the forum. This thread start is not even close to worst ones so I thought to post that. Still not watching a tutorial just to figure out what the op might be talking about though.
Anyway, made a simplified example.
As a summary, having an array of planks and enough geometry on them for the lattice to deform them properly, lattice control points are moved only along one axis. It’s the amount of geometry that controls how much of the curvature of each plank is approximated, and there could be many planks in a row.
From top down:
- Cube, scaled in edit mode to keep object transforms intact. Added a loop cut (ctrl+R) in the middle and set bevel weight to 1 (ctrl+E -> edge bevel weight, or the same from the 3d view properties -> transform: edges data)
- Bevel modifier set to affect weighted areas, other settings adjusted to cover the plank with more loops
- Array modifier set to array along Z and having a bit of a gap (exaggerated for the shot)
- Geometry rotated lengthwise (along X) to give the planks a stacked look
- Added a lattice object, scaled and moved in object mode to cover the planks. Lattice modifier added to the planks which is pointed to use the lattice object
- Lattice edited in edit mode. Control points are selected and moved along Y. Proportional editing (O) is used in some places to get other points follow
Boolean modifier could work for making the holes, cutting them before lattice modifier does its thing, so boolean before lattice. That slows down things so would probably be better to work in stages. Also cutting whole planks completely with it gives a cleaner structure and don’t necessarily have to clean up afterwards.
There probably are more ways to achieve this, like forming a helper object to get the curvature of the whole wall, then projecting the planks as 2d geometry with shrinkwrap modifier on it, and then using solidify modifier to get the full thickness for them.