Modeling the interior walls for the hairy nightclub scene
Created a mesh cube, inverted normals to face inwards. “Double sided” off.
- Strangely you can still see and render the walls from ‘outside’ - even if single sided faces shouldn’t be visible from the outside (‘negative’ normal dir).
Cutting a doorway in the wall - coming up with a clever tactics:
- Selected the room, TAB for edit mode
- Enabled ‘Beaut’ to subdivide only into halves (instead into quarters).
- Selected the wall where the doorway is needed
- Clicked on subdivide (wall split into two sections, left and right in side view)
- Deselected everything with AKEY.
- Selected the wall section with the doorway and split it into two again (subdivide). (Situation seen in first sceen cap)
Not sure if it would be wise to split into separate submesh? I wont do that cause I dont know.
Repeated subdivide twice, each time selecting the section just left of the middle-line (see cap2).
Pushed-And-Pulled the vertices until the cut-out was close to a suitable size doorway, subdivided the top-edge of the doorway and am now in the situation in the screen cap 3.
How to make the doorway round?
More notes on the subject of making a doorway
Attempted ‘To Sphere’ rounding of the doorway (see this http://blendernewbies.blogspot.com/2006/09/video-cutting-hole-in-your-mesh.html )
Now worky, makes a messy random cookie cutter shape
- Subdivided the top edges of the doorway (4 times)
- Cursor to selection (Shift+SKEY)
- To Sphere on 100% and 60% result in a mess
Only works fo whole spherical cutaways I guess. Something else might work?
*Starting from the top, going to make a spherical hole first, then edit out the other half.
EDIT Thats not really a clever strategy either - the whole doorway needs to be subdivided a lot and the whole mesh gets messy and too many vertices (faces).
EDIT thats it, doesnt seem to be a clever semi-automatic way to make a nice clean doorway with a concave ‘top’, so I will make it manually… Pushin’n Pullin…