For the building and structure modlers out there, what methods do you use to create your models?
I have been trying to figure out how to approach this, but I’m having very little success. Modeling the details appears to be difficult, but not impossible (see garbager models http://elysiun.com/viewtopic.php?t=4042&highlight=buildings&sid=57b915fcea9260e344506c13d10a0e92).
I usually start by taking a cube and subdividing it. Next I remove vertices to make a square opening in the cube for a ‘window’. I then select the vertices at the four coners of the opening and create a face. I then extrude those same points, scale, then extrude again to get the inset and ‘border’ for the window. I know I have to model to get greater detail, but am I setting it up correctly? How do you approach intricate detail of windows, doorways, arches, floors ect.?
I know most real life objects have bevels vs. edges metting up flush and sharp.
Should I be using curves since I would not need to use the steps above (per sey)? Should I just set up curves within curves to have the openings in the bulding facade, then use extrude?
Has anyone used dupliverts on a path, cube or plane to get a row of windows (for example), equadistant from each other? This is a burning question. I would think you could create one window then duplivert it symmetrically. This would help build towers and hi-rises quickly and easily.
How can screw, spin, and spin dup be used in modeling buldings?
What is the best way to join the bulding elements (Doorways, arches, steps etc) to make a ‘complete’ model? Or should the elements be seperate in some cases? Should the bulding be modeled in sections?
Am I making this more difficult than it really is or have I just scratched the surface?
There are some amazing works on CGArchitect.com, I’d like to work towards modeling of that magnitude.
I’m sorry for so many questions.
Any help (including texturing methods) would be greatly appreciated. Thanks in advance.