you have to do the cross section then you manually extrude and follow the outside curve
which means you do the cross section with no stair or things that don’t extrude along the curve
hope you see what i mean here!
but you can include the inside stadium stair which are along the inside curve!
and for the exits in the inside stadium stairs you will have to remove some of the vertices and add the exits afterward
also you may not include the outside wall with arches and window
which can be manually duplicated i guess!
another trick i just saw do the cross section first extrude along the outside curve
then check out all faces normal and correct everything then it will make your life a lot easier !
I don’t understood a lot of your message but that’s my fault, my english isn’t that good, so it’s ok I will try what I understood.
is there a site for theses dwg ?
or did you take it inside a book?
how do you identify the levels on this drawing?
No, I take this plant from de net
One of my problems was that I don’t know how to identify the levels in the plant
i tried to fit the approximate ellipse above your plan and looks like the upper part is not to scale compared to the lower part!
yap, another problem, couldn’t do a perfect ellipse
i found a pic for more precision for the ionic capital
see pic
did you look at post 20 for the outside part of the wall
this can be done without the inside cross section and as another object
hope you get the idea here
still trying to understand the stairs inside the rings
which one goes up or down!
can you give the site where you found this dwg for the floor there might be other ones for let say the basement
or other inside details may be for the stairs ect…
for the outside part you could use extrude along curve
but you need to convert you high res ellipse to a curve
so remove on segment then use the 2.49 mesh to curve script
and then you need to define the cross section for this as a curve and add it as a bevel curve
and it will go all around
maybe, create an edge using the outermost two vertex that that have the same elevation that are also farthest apart from each other, then subdivide once, duplicate in place the newly created edge, then rotate the duplicate and subdivided edge 90 degrees at the same elevation?
i began doing a test with array and curve
and it might be possible to do it but
when i tried with 80 segments my PC is not powerfull enought to deal with this really slow
ok, what PC do you have? tell me the characteristics, just Curiosities
yes I receive the PM with the file.
maybe, create an edge using the outermost two vertex that that have the same elevation that are also farthest apart from each other, then subdivide once, duplicate in place the newly created edge, then rotate the duplicate and subdivided edge 90 degrees at the same elevation?
i got a 2 .6 GHZ processor with 4 GB mem
and intel G31/G33 graphic processor
so it’s not the fastest machine on market but not bad at all!
and with the model i did with array of 80 arches the viewport edit became very slow
so not easy to work with and not yet certain if it can be done that way with array!
what do you have has machine specs?
the arch i had was around 10 000 vertices x 80 =800 000 vertices in array edit mode
that’ a lot of vertices to deal with + the curve modifier
i mean that’s beginning to be heavy on processor!
ok i placed a 2 cubes at the outermost vertex on the model at elevation 0
then I grabbed a side of each cube along the x and y axis so the cubes would intersect
then I boolean intersect to create a cube at the intersection so I have a center point (I know this is not exactly the center point because your model isn’t exactly 1/4 of an elipse, but it is close enough for now)
then deleted the elongated cubes.
when I applied the mirror modifier I noticed that the object has a rotation of ~66.876 degrees.
I don’t know why you chose to rotate the object when you started but if it is exactly 66.687 I might be able to 1/2 the rotation to get the mirror modifier to work properly…
here is a screenshot of the result (the cursor obscures the view of the cube, but it is there)
edit: changing the rotation does nothing to improve the mirror