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  Tutorials 3D Graphics Tutorials Creating the Hall of a Mansion - Introduction

Creating the Hall of a Mansion - Introduction

Mgfx.net Tutorials Sep 29, 2005

All right lets create some carpets then, we’ll start out with the Level 0 carpet. Switch to Layer 8, activate the Box Tool and bring up the Numeric Panel, then use the followings settings.



Close down the Numeric Panel and hit Space to create the box. Switch to Layer 9 and activate the Box tool again, then use the following values in the Numeric Panel.



Close down the Numeric Panel and hit Space to create the box. Go back to Layer 8 and put Layer 9 in the background, then perform a Boolean Subtract operation. Merge points when you’re finished and 12 points should be eliminated. Delete the box in Layer 9, since we don’t need it anymore, then go back to Layer 8.

Bring up the Change Surface Panel and set the surface to “Carpet_Gold”, then click OK. We are going to select the top polygon of this object, and the easiest way to do that is simply by clicking on it in the perspective view. Picture 58 shows which polygon to select.

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Picture 58: Select the top polygon only, 1 polygon should be selected (Click to enlarge)

Activate the Bevel Tool and bring up the Numeric Panel, then use the following settings.



When the polygon is bevelled, keep it selected and bring up the Change Surface Panel, set the surface to “Carpet_Red” and click OK.

Switch to Point Mode, then drag a lasso around the 3 points shown in picture 59.

Picture 59: Drag a lasso around the points shown


With these points selected, activate the Set Value Tool and set the Axis to X, then enter a value of “–700mm” and click OK. Deselect these points and select the 3 points on the right side, then use the Set Value Tool and position them at 700mm on the X axis.

Switch to Polygon Mode again and drag a lasso around this middle segment that we have created, like in picture 60.

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Picture 60: Drag a lasso around the polygons shown (Click to enlarge)

With these polygons selected, hit “Shift+F” to activate the Smooth Shift Tool, then click somewhere any of the views with your right mouse button. Keep the polygons selected and activate the Move Tool, then use the following settings in the Numeric Panel.



Click Apply to move the polygons, then deselect everything. Now we need to select the top polygon of this extruded segment. The easiest way of doing this is simply clicking on the polygon in your perspective view, check picture 61 and you’ll know what I mean.

Picture 61: Click on the top polygon in the perspective view

With this polygon selected, activate the Stretch Tool by hitting “h”, and then use the following values in the Numeric Panel.

Horizontal Factor: 97%
Vertical Factor: 100%
Axis: Z
Center: 0 on all


Click Apply and then close down the Numeric Panel. Keep the polygon selected and bring up the Change Surface Panel, then set the surface to “Carpet_Red” and click OK. If you view this carpet together with Layer 4 now it should look something like picture 62.

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Picture 62: The carpet together with the stairs (Click to enlarge)

With Layer 8 active, cut the carpet out and paste it in Layer 4 together with the stairs, then switch back to Layer 8. Hit “s” now to save the progress we’ve made, and lets get on building carpets for Level 1. Creating Carpet for Level 1
Okay, creating the carpet for Level 1 will be pretty much the same as for Level 0. With Layer 8 active, activate the Box Tool and use the following settings in the Numeric Panel.



Close down the Numeric Panel and hit Space to create the box. Switch to Layer 9 and activate the Box Tool again, then use the following settings in the Numeric Panel.



Close down the Numeric Panel and hit Space to create the box. Switch back to Layer 8 and put Layer 9 in the background, perform another Boolean Subtract operation and merge points when finished. Size up the Back View and make sure that you are in Polygon Mode. Bring up the Change Surface Panel and set the surface to “Carpet_Gold”, then click OK. Now select the top polygon only of this object, like in picture 63.

Picture 63: Select the Top Polygon

With this polygon selected, activate the Bevel Tool and use the following settings in the Numeric Panel.



Once the bevel is finished, keep the polygon selected and bring up the Change Surface Panel, then set the surface to “Carpet_Red” and click OK. Deselect everything now and switch to Point Mode. Now we will repeat the procedures we did earlier, so select the points shown in picture 64.

Picture 64: Drag a lasso around the points shown

Use the Set Value Tool again; set the axis to X and the value at –700mm, then do the same with the points on the right side but use 700mm for this one. Switch to Polygon Mode again and drag a lasso around the middle segment like we did before, then activate the Smooth Shift tool and click in one of the views with the right mouse button. Activate the Move Tool and use the following settings in the Numeric Panel.



Click Apply and the polygons should move.

The next procedure might be a bit tricky. Working in Top View, use your mouse and select the middle polygons of this extruded segment, like in picture 65.

Click to Enlarge
Picture 65: Select the polygons shown (Click to enlarge)

With these polygons selected, activate the Smooth Shift Tool and click in one of the Viewports with your right mouse button, then activate the Stretch Tool and use the following values in the Numeric Panel.

Horizontal Factor: 97%
Vertical Factor: 100%
Axis: Z
Center: 0 on all


Click Apply and the polygons should shrink a bit on the X axis. Bring up the Change Surface Panel now and set the surface to “Carpet_Red”, then click OK.

Switch to Point Mode now and drag a lasso around the 4 points that make up the lower part of the extruded segment, like in picture 66.

Click to Enlarge
Picture 66: Select the points shown (Click to enlarge)

With these points selected, activate the Move Tool and use the following settings in the Numeric Panel.



Click Apply, then deselect everything. Cut this carpet out of Layer 8 now and paste it in Layer 4 with the stairs and the other carpet. You can also delete the box in Layer 9 since it’s not needed anymore. Hit “s” now to save everything, we are done with all the building now, so lets get on with settings this up in Layout. Close down Modeler after you saved.

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