This is a bit more of an exciting update. This time we're making the first of the winged terraces.
Picking up where we left off, we need to select the top most glass layer (light blue) and using the array tool, create a copy at the next story. (Dark Blue)
To make it easier to work with, select and hide everything else but the new floor.
Hollow the new floor out by selecting the top (and if necessary, bottom) polygons, and deleting them.
I select the row of vertices at the rear of the building, and using the move tool, I slide them along the Y-axis to position them where the thick dark line on the architectural base drawing shows.
But you can see the wing is now too thick. This isn't very precise, you will need to use your eye to line this up. or at least, that's how I did it. Basically, I used the scale tool, and scaled out along the X-axis. Then you need to reposition the whole row so that the centre line remains vertical.
You may find you have overscaled or underscaled, keep adjusting it and repositioning it until it all looks aligned again. What you're looking for is the centre line to be vertically straight, while the wing is evenly wide all the way along.
Now we just want to ensure the centre line is perfectly aligned. I believe there are tools that do this, but I find this is just as easy - Select the central vertex that's at the front of the building and copy its x-coordinates from the number input field. Select the one at the rear and paste the x-coordinates. It takes longer to explain it than to do it!
I haven't decided if this next bit is necessary yet or not.. after doing it I kind had to undo it again. I haven't got as far as working out if its going to save me some grief later, or was a complete waste of time
What I did here is after aligning the x-axis, I positioned the vertex along the Y-axis so its sitting on the line of the drawing. What we noticed when we dragged these down is they are curved, while the drawing shows a straight line. We're going to line them up so they are straight.
We use the same method as when we aligned the centre vertex on the X-axis coordinates, but this time we position them evenly along the Y-Axis coordinates.
While I was thinking of it, I just inserted a couple of extra panels into the back of the wing using the connect tool.
Now back to the bit we straightened up, we select and extrude the first four windows, all the way to the original back of the building again.. But, now it doesn't line up anymore, the building is curved and our extruded piece is straight
We need to fix this, and its a very crude method. Unhide the rest of the building, and in the top view, zoom in really close and use the move tool to reposition the vertices back into alignment with the curvature of the building.
The next step is to create a roof-duplicate of the floor. We've covered that in the previous section (hint: use the array tool, and don't forget to shorten the height by half)
Now we make another duplicate of the previous floor, using the array tool again.
We need to create the first stepped terrace. Start by selecting the window closest to the wing.
We do 5 negative extrudes, mine were -5m each. You can press the apply button to keep extruding, then ok when you're finished making them all. Once the extrusions are done, we need to delete the polygons at the top and bottom of the shape, and just leave the side pieces.
We can see they have extruded in a straight line, but we need them in a curve. In the top view, select the vertices in pairs and slide them along the X-axis, manually positioning them until they follow the curvature of the wing, and are positioned in the same spots as where the windows used to be!
Now we can complete the floor by using the Cap Holes modifier. The Cap Holes modifier will basically cover any open parts of the shape with polygons. Use carefully, it doesn't work well on complex shapes with multiple holes on different planes. Luckily it does work well with open ended flat-planed objects like our building floor.
Once you have applied the Cap Holes modifier, and you're satisified with the result, you can right click and collapse all to make it a permanent part of the object. Duplicate again, to make a ceiling layer, and again to make the next level.
I'm not going to post the next floor, its the same as the one we just did, except instead of 5 extrudes, we only need 4.
The next layer is the last layer, and we're going to use a different technique. After making the duplicate of the previous floor, we start by deleting the cap-holes polygons we made, and the two remaining pieces still attaching the wing to the main structure. We now have two separate pieces with big holes in the sides of them. We need to plug those holes up.
Using the snaps toggle, and the line tool, we trace a line around the missing windows.
Then we convert to an editable poly - it has created a patch over the missing windows. Select the top and bottom edges of the patch, and use the connect tool to create the three windows.
The patch is still a standalone object, we want to make it part of the existing building structure. To do this we use the attach tool.
There are two ways to use the attach tool, you can either press the large Attach button, and anything you click on with the mouse will be attached to the original object. For more precision, you can press the little square button next to it, that will bring up the name list and you can select exactly what you want to attach by name. If you use the first method, don't forget to unclick it, you will end up attaching other objects by accident!
Once the piece is attached, you can tell because its changed to the same colour now, we need to weld the vertices. We select the four corners of the new set of windows, and we see we have 8 vertices. Select Weld to make the 8 vertices into 4.
Use the same method to plug the hole in the back of the wing. Cap the holes and that layer is done. Dont forget to make a duplicate ceiling layer
We're about half way...
Now we need to unhide everything again, so we can make the window frames.
We drag a horizontal window frame from the layer below, with snaps toggle on, and pressing shift, we create a duplicate horizontal window frame snapped into correct position. But its the wrong shape!
Withe snaps toggle still on, we drag the existing vertices one by one so they conform to the new building shape. We don't have enough of these though. To complete the action, we use the insert tool.
We need to replicate these onto each layer. I drag one more up onto the next floor, and use the array tool for the rest.
The vertical ones I drag up from below, but only where needed.
For the ones we couldn't drag up, we just make them new.
Here's the really tricky bit, I saved another version before commencing on this.
Start by selecting just the new set of floors we made, the ones with the terraces, and hide anything unselected.
Select one piece, and then attach everything else to it. All objects on the screen should now be one object.
We then select only the polygons that are make up the wing.
We need to slice a diagonal line through these, in order to achieve this we need something to anchor the slice to. In the side view (Left), we create two boxes, one above the building, and one to the left of the building. They need to be positioned such that if we visualise a straight line from one box to the other, it would slices through the polygons where we need to.
This is a little bit tricky and clumsy, we turn on the snaps toggle again, and also the Quickslice tool. We click the top-right of the lower box and hover above lower-left of the upper box (Glad we have pictures!). We only hover to check the angle. Only click once we're happy we are intersecting the pieces at the correct angle. It not, we move the two boxes up/down/left/right until we get something we're happy with. For me, I'm looking for a starting position halfway up the lowest window, and ending directly to the left of the right-most window.
We then select the polygons we want to delete, and delete them.
This next bit is really ugly. I can't think of a better way to do it though. Basically, wee need to cap the holes in the diagonally sliced pieces, but cap holes won't work this time, its too complex.
We need to create a plane that has the same number of segments as our curved wing. Mine has 24.
In the top view, move the vertices so they roughly align to the shape of the wing, and in the side view, rotate it so it roughly aligns with the angle of the slice. If you don't do these steps, its gets really hard to do the next bit.
With snap toggles on (we're getting good at this now).. we grab each vertex and snap it to the corresponding position on the wing. Basically, we're creating a manual Cap-Hole.
We use attach and weld to make it part of the object, and we select each of the individual polygons. We then use auto-smooth to make it look better.
We need to fill in the missing window frames:
And now here it is... a sweeping winged, stepped, terrace
Phew.. that was a bit of a marathon... let me know if there is anything you want more information on.