Modelling choices

Hi all,

I;m slowly working on a project that needs a reesonably detailed model of the inside of a little cottage. I’m stuck wrt choosing the right modelling approach for my fireplace.

Currently I have a bunch of cut 'n pasted extruded subsurfed cubes as ‘bricks’ in my fireplace. The reason for doing this is that I wasn;t able to get the right amount of ‘depth’ using textures and bumpmapping, it all looked a bit flat. Now I’m seeing 2 major problems. 1. my model is getting ‘big’ because the stones are ‘real’. 2 I can’t figure out if it is possible to apply a dirt/soot/burn texture to the back wall of the fireplace. So now I’m convinced I;ve gone about it all wrong and should have modelled it differently.

Here are 2 pics of my model:

without filler/cement:

http://www.sillypages.org/cottage/fireplace-1.jpg

with filler/cement:

http://www.sillypages.org/cottage/fireplace-2.jpg

Any suggestions as how to do this in a smarter way are most welcome, please tell me it can be done with texture/bump mapping of a ‘simple’ flat surface… and how to do it :slight_smile:

I’m using 2.27.

I’m a fan of modelling each brick, so I would have done the same.

For textures, if you use global mapping you can easily have patterns superimposed to each brick.

I would use a shaped Blend texture or an image as a stencil and then some cloud texture for dirt.

Stefano

Another cool thing to do with your texture mapping is this:

  1. Paint a single soot texture for the entire back wall (the vertical streaks that follow where the flames are, etc.)

  2. Create an empty in the middle of the wall.

  3. Scale the empty so it’s the same size as the back wall (vertical and horiz axes each reach the edge of the wall)

  4. Create a material that uses Object mapping, and point it to the empty.

  5. Assign this material to all of the bricks in the wall.

Voila! You’ve just made a texture that seamlessly spans several objects. Also, if you paint your soot texture on a white background, you can use multiply mode for your texture blending, allowing you to have nice individual color maps/etc. for each brick, while maintaining your overall soot color map for the wall as a whole.

For your bricks: there are some plugins for bricks here:

http://www-users.cs.umn.edu/~mein/blender/plugins/texture.html

and a script here:

https://blenderartists.org/forum/viewtopic.php?t=14789&start=0

For modelling bricks you don’t need subsurf, only bevels on the visable side (what’s the use of all the extra verts where they can’t be seen?).

%<

Wow, this is really useful. I’ve wondered how to do that. Thanks for the tips.

thnx all, for your info.

s68 - Good to hear I;m not completely crazy about modelling indiv. stones :wink:

harkyman - sounds like a really good way to go about texturing. I’m definately going to try it out.

fligh % - those plugins don;t seem to have the ‘organic’ feel I;m looking for. I don;t want ‘harsh’ brick but more ‘hewn stones with a feel of age’. thnx for the pointer though will definately come in useful elsewhere.

If you fear your model gets too many vertices you can join the bricks and the cement object and delete all not visible parts.

This is the perfect situation for an Intersect command… but it was remover from blender :x

However, I’m guessing that each brick is a closet stone… so add a cube and scale it so that it look like the cement on your second image.

Now start applying booleans… the goal is to end with a mesh that only has the visible faces of the bricks and the cement, everything else is deleted… kind of a prop fireplace… I’m sure that the end mesh will have about 50% of the vertex that you now have… and best of all you can still play with the texture tricks that other suggested.

Are you kidding?! Using the old intersect button in this situation would probably give him more faces than he had with whole bricks.

Martin