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darn42

darn42's copycat thread

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Nice tutorial darn! I found the polygon editing part quite helpful :)


2wl4.png

 

Former Username: 10000000000000

"Ever wonder why the Yankees always win every game they play? The other team can't stop looking at the pinstripes."

 

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So, as many of you know, I have taken a hiatus from BATing because of a stupid exporting problem in 2014.

 

 

So did you get 3ds Max 2014 export to work, I talked about this on the days of the release, and I could not get it to work. You can still bat in 3ds Max 2014 and put it in to 3ds max 2013

 

 

Love the way you bat, you bat like I do, but I think you can bat better than I. :O Thank you for not making a modern building, the modern buildings are over powering on ST.


-Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

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Hey Darn, this is great to see. Hopefully we'll start seeing more of these. I'm certainly going to learn a lot from this. I think I know about 5% of what 3DS Max can actually do...

 

"What the loop button does' is not nearly as interesting or as informative as 'how to make a cool dome'... this is the best way to learn and I'm pleased to see you doing this, and as Aaron said, I think its great you've picked an older style building as well. The details in older architecture really tests the modelling skills and its great you're showing insight into how this is done :thumb:

 

One criticism.. I think you should change the name of the thread, copycat thread isn't very inspiring  :P  Don't forget, this is actually Skyscraper's idea.. credit goes to him ;)

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Wait a second... has this building been the inspiration for the commercial building in SimCity 2000? The one that debussyman has recreated as "Leugom Inc."? However, debussyman stayed true to the SimCity 2000 version, which was far from accurate (if it was even inspired by the Jewelers Building, that is).


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    As I am working on this, I realize I do not have the ability to document every step of the way. Multiple times I have been working and just completely forgot I was taking pictures. So I will detail the parts I remember and do more of a making of for other parts. 

     

    So here it is...

     

    Making Windows and other such.

     

    Let's continue by working on the sort of pedestal thing underneath the dome. In this case, I will work off of my prototype directly. Most of my reference here came from google and bing maps.

     

    What I notice here is that there are 2 rows of windows, and it seems that they have more space between them, than between the top or bottom of the wall. There are 3 windows per side, and a little section of windows in the corners.

     

    RqlAnoU.jpg

     

    Because of this, I decided to connect the edges around the base with 3 loops. The top 2 will be the windows.

     

    uyoftUI.jpg

     

    The windows are also symmetrical for the most part, so I split it down into one quarter.

     

    BhgAw9T.jpg

     

    Now, we will setup the corner windows. First just one connection.

     

    VcdwRJT.jpg

     

    I wanted .25m in between the windows, and the windows are 1m wide, so it was, I think, a .625m chamfer; it ends up 1.25m between the two edges, so a .5m chamfer for 1m wide windows would leave a .25m gap.

     

    hzFGxjc.jpg

     

    There it is.

     

    7JG2Big.jpg

     

    Now we chamfer the two loops we wanted to use for the windows, 1.5m tall, so a .75m chamfer.

     

    kpeKuNm.jpg

     

    Now we delete the portions that are windows and shell the whole thing. 

     

    Y4IvbQz.jpg

     

    Now we add an edit poly on top of the shell. Between the windows, we will utilize that loop we had earlier. Chamfer it any amount, and then select a polygon within that chamfer, shift click another in the line, and delete the whole string. This will be our ceiling and floor.

     

    XbSww72.jpg

     

    Now we can either go to border select and cap each border that we deleted individually, or add a cap holes modifier on top of the stack. This will make the ceilings and floors for us.

     

    tCUa9O3.jpg

     

    Here is where I noticed that something was screwed up with the shell modifier. So I detached the top section with the ledge, which was overlapping itself, returned to the bottom half, deleted the very top of the wall; using either angle selection, polygon ring selection (the shift click), or going into a side view, selecting all of the top polygons, then deselecting everything that isn't the very tippy top.

     

    3aJ2VhN.jpg

    IWVO4kB.jpg

     

    Then, once that is deleted, we select the inner border, and cap this. That will be the ceiling below. The outer ring will be what connects the part we detached earlier. Attach that detached section and weld all the vertices there.

     

    (No pictures for the next part)

    To make the windows, we have to return to the bottom editable poly. We will select all of the borders we left open for windows, cap them, and select the polygons we capped. Then, detach them. Select the object we just detached, and select every element. We will now go to the move tool, but using the local axis. This is in a grey dropdown box near the transformation tools. Then move the windows inward a little bit. You now have the panes of windows in place. 

    - - - - - - - - - - - - - - - - - - - 

    That is how we add window holes and other things in a responsible way to buildings. By responsible, of course, I mean in a way that will look good, be suitable for future editing and detailing, and be seamless.

     

     I have a lot more pictures and progress but I didn't leave enough time tonight to explain. More tomorrow :D

     

    VHYEo0d.jpg

    A picture for your time.

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    Oh darn!

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    Odd shaped windows, and some other stuff.

     

    This one will jump around quite a bit, sorry about that....

     

    My next step is to create the set of windows between the dome and the fat section.

     

    Jewelers_Building_35_east_Wacker_Chicago

     

    I do a few things here. I measure the dimensions in photoshop using my height map, I look at all viewable sides in google earth, and I look at other photographic references. There are two patterns on this. There is a 1:2:2:1 setup of windows, and a 2:2:2 setup of windows, with bigger blocks between them, and more importantly, each of the corners is an octagon. Since the octagon is the most complex shape, I will start with that.

     

    pZH6sVS.jpg

     

    Warning: this next part may be confusing cause I forgot about taking pictures...

     

    Rotating it 22.5 degrees and resetting the xform (reset xform is found in the utilities tab [the hammer] and you just hit reset xform) I collapse it again to an editable poly. Then, I delete the sides that I don't want and, using vertex snaps (right click the magnet with a 3 to the upper left of it to find vertex snapping) I align the octagon up with the corner of my prototype- I will later delete the prototype. Then I select the open edge, I drag it in toward the center 1m because there is a 1m gap between the side of the wall and the next window.

     

    AbDI89K.jpg

     

    Adding symmetry.

     

    qG64NYV.jpg

     

    Then I bridge the octagons together. Once that is done, I can add windows. (sorry again about the lack of information here)

     

    Now, since it is harder to get information on the next section down, I will just go all the way to the bottom, streetlevel.

     

    Again, I go to both my height map and streetlevel view in google maps. I get all the dimensions and the feel for what it is. 

     

    1qINboH.jpg

     

    This I will start with a single plane, created with "autogrid" checked, and using the vertex snaps. I will make this on the prototype. I make it and divide it into segments. 9 segments for the 9 windows.The trick here, though, is that I want them to be the same size, but I also want to make a section of no window near the edge of the wall. What I will do here, since I am planning on chamfering by .5m to get 1m "columns" is I will create 2 segments exactly .5m from the edge of the wall. I can do this by selecting them, turning on vertex snaps, snapping them to the edge of the wall. Then, I hit f12. This brings up exact transformation dialogue. Then, in the axis along the wall, move it .5m down. 

     

    YXBzIgw.jpg

     

    Now I can chamfer everything .5m and I got 9 windows, all the same size, with the same gap all around. Weld, the vertices at the edge, because they are now overlapping from the chamfer.

     

    0M3KHuV.jpg

     

    Now just use swift loop or connect to create some new loops for the window tops and bottoms; detach the windows and move in. 

     

    TEoBJny.jpg

     

    Some other loops and connections to create the space for the revolving doors in ground floor shops.

     

    Lg1tBZ7.jpg

     

    The same thing with the other sides. I also set up some topology for some later editing. It's some bricks that run horizontally on the base.

     

    FUlJRZJ.jpg

     

    Add roofs.

     

    aFMuDgz.jpg

     

    More of some similar devices. Setting up windows and other fun stuff. Using chamfers and connects.

     

    R1Wo6Ri.jpg

     

    Here is a nice tool that I have found. It's called sweep profile. It's a collection of architectural profiles that automatically add onto sweep. It's a script you can download at scriptspot here: http://www.scriptspot.com/3ds-max/scripts/sweep-profile

    I will be using this frequently throughout this building during the detailing stage.

     

    Now we will be adding some arched windows. These can be done an easy way which will result in very difficult editing later. Or a smart way, which takes a bit of extra time, but will allow me to edit this object later, and won't screw everything up later.

     

    First I gotta make the arch shape for a boolean. 

     

    vGTShtV.jpg

     

    Start with a cylinder

     

    0E428de.jpg

     

    Delete the bottom half of the polygons, select the 2 edges on the bottom, hold shift, and drag them down. Bridge these two edges together. This will create the shape I have here.

     

    Qs0SVJb.jpg

     

    Cap the holes

     

    caSzO5k.jpg

     

    Now we zoom in and align the shape within the space we have for the window. Now we array it on all the similar parts, making sure it is very accurate--my array value was 4.433 on the x axis. Move them all to intersect with the wall.

     

    Keep in mind, this is just one way to do that, you could also use splines and the shape merge command.

     

    YoA5pA1.jpg

     

    Pro-boolean is next. We just want an imprint of this on our model, so check the imprint box before we select any of the arches. Then select them all :P

     

    C024lRs.jpg

     

    Now we use the cut tool to cut from one end of the arches allllll the way to the other end of the last arch. We delete the outside imprint of the arch now, not the arch itself, but the rest of the rectangle that we fit it in (hard to describe). It will affect our welding to make these usable. Just select one of them, and use the select similar function in the "modify selection" section of the graphite modeling tools. Now weld all the vertices on and near the arches.

     

    mcbpGhO.jpg

     

    Now cap the holes leftover, and make the windows like you would with any other windows.

     

    7UrG6s1.jpg 

     

    Now use the same process of making ceilings and floors and such to finish off that section. 

     

    - - - - - - - - - - - - - - - - - - -

     

    That is all for now.

     

    More coming soon.

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    Wonderful work buddy, I finally learned something here, and it's the cornice script. :P

     

    Maybe there's a script where you type in the type in the name of the building and the finish the building for you and texture it :P

     

    Another thumps up for you!!!  :thumb:

    • Like 1

    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

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    A Cool Quick Selection Technique

     

    This is something that is super easy to do, but also something I use A Lot. It is for selecting any plane of polygons or vertices or edges that aren't connected together.

     

    I will be doing this on a sort of fence thing on the middle level which has a bit of a "cornice" to it. I will be using the sweep profiles tool to do that, but that needs a spline. Unfortunately, I just select the top and convert to edge selection or do a loop selection because of topology on the top of the fence, so I will have to just delete the top. 

     

    KDpdwGy.jpg

     

    First go into side view and select all of the polygons on the top or next to the top.

     

    Y7gH3SB.jpg

     

    Then deselect the polygons that aren't the top.

     

    bJDEUsj.jpg

     

    Delete the selection you had.

     

    M2gqMAU.jpg

     

    In border selection, select the deleted parts, and convert to a spline. Select again and cap.

     

     

    How to Create an Enclosed Gazebo

     

    933I2u5.jpg

     

    Start with a cylinder with enough sides. My reference: 

     

    439347753_64fa6aaf32_o.jpg

     

    Has 4 protrusions which stick out. It looks like it is at a 3:1 ratio between circle and protrusion. That would leave us with a 16 sided circle (4 x (3+1)) But for looks sake, let's make it 32.

     

    PjMWlt2.jpg

     

    Now we make the extrusions, just select and extrude. I'm using symmetry modifier here again and extruding the corner. Once you've done that you'll notice the protrusions are rounded, which they shouldn't be.

     

    TH4Hyyv.jpg

     

    Go into scale mode, and in the dropdown box select local (shown here this time) Scale the polygons in to be flat.

     

    pajJvqT.jpg

     

    Now we want to setup the rectangular columns. We will do two insets. One in the center circle, then one with what I have selected here. You will see why in just a few steps.

     

    5nACwdc.jpg

     

    Once we inset the second time, we select these polygons and extrude. You can see that it looks like the rectangular columns now.

     

    XO566Yg.jpg

     

    Now we detach a copy of the center circle, again you will see why in a moment.

     

    xLwUTaK.jpg

     

    Select the columns and the center, we want the center so we will have a top to extrude and stuff with little effort later.

     

    qQ62xdI.jpg

     

    Delete everything on the sides that we just extruded that isn't part of the columns. Now attach the circle we detached earlier. ( :D )

     

    wQfXmfc.jpg

     

    After welding the vertices together, shift click the broken spaces in the backs of the columns. Using vertex snaps, snap it to the top of the column.

     

    zGgZqmt.jpg

     

    Weld that and you can cap the top. Now we have a completely seamless, relatively complex gazebo that we can add to later.

     

    zGgZqmt.jpg

     

     

     

    And here is where I am so far. Everything done here I have explained the techniques necessary to make and I will not be going over anything that I have already explained. That would be redundant :P

     

    2I0vJjP.jpg

     

    All of the "medium" details are pretty much done. I will now be moving onto the smaller stuff. Let's call it medium-small details :P

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    Making Window Sashes

     

    There are two types of windows on this building. The majority are the single inset sash that are very typical, and then at the bottom are some angled multiple sash types that will have a very nice effect.

     

    qo7fLtW.jpg

     

    First, we select one of our window objects. I have 2, one for the top section and one for the bottom section. They hold all of my window polygons. What we will do is select, on just a few of the windows, the side edges. Then we will hit select similar, hopefully getting all of the sides of the windows.

     

    fSdWi6k.jpg

     

    We will then hit connect to create a top section and a bottom section of the windows. Then, while the edges are selected, move the edges up just a little itty bit. This will allow us to select the polygons with select similar without selecting the top half. Once we select those, detach them to element, and using the local axis, bring them back into the window frame.

     

    ThRhhK8.jpg

     

    Go into border selection and select all of the edges. 

    Create shape from that selection linear, and make the spline renderable with a reasonable value of width and height under rectangle. 

     

    SGGWDMZ.jpg

     

    Now here's a trick for adding symmetry and other stuff. I would take the symmetry from the walls, by selecting the two under the stack, and right clicking -> copy.

     

    N03Xytl.jpg

     

    Now we go to our sashes and right click -> paste

     

     

    That's all there is.

     

    Now let's do the cool ones at the bottom.

     

    zOb6ezK.jpg

     

    I'm using google maps as my reference, and I'm estimating the distance between the windows. There's one big window and 2 angled smaller windows. Connect the top and bottoms with 2 edges.

     

    BzvdAXZ.jpg

     

    Select the middle and bring it out with local moving. 

     

    cZpfWjx.jpg

     

    Select all the edges in the middle and create shape from selection. Make it a circle with few sides and a small radius. 

     

    wnzO1Ei.jpg

     

    Now we detach everything that isn't the big window half. We will now make the sides into a normal sash window. 

     

    That's all there is :D

     

     

    Making a Cool Arched Window

     

    This is a bit abridged, sorry, but I'll try and get the gist through.

     

    SEJgWLd.jpg

     

    First I started with a box and I chamfered the sides with an edge value of 3 or 4 because it is rounded. Then, I made an arch with a spline and, using the shape merge compound object, I projected it onto my box.

     

    bJaEth9.jpg

     

    Using the slice plane and cut and weld, clean it up a bit. You can remove extra vertices by selecting them and (shift+backspace). Extrude backwards a bit.

     

    wBL7Ysf.jpg

     

    A few things here. I took the shape from my arch and made it into a sweep profile. Then, slap an edit poly modifier on top and create another shape from the inside of the arch on the sweep.

     

    Project that shape onto the window, convert to editable poly and delete the outside part of the projected area.

     

    Sejj5kj.jpg

     

    Select all the edges and create shape again for window sashes. 

     

    iu8GdHA.jpg

     

     

    Making some ornaments

     

    Looking back to my last post, the reference I used, has this little ornament below a cornice. I will be making that right now.

     

    4eWjp4o.jpg

     

    First, go into side view and make a spline near the shape of what we want. It doesn't have to be accurate right away, just make all the points necessary, then move then move them individually after creation.

     

    N6dXbic.jpg

     

    Create a simple rectangle about the width and length of the profile of our ornament.

     

    v5DhlNF.jpg

     

    Select the original shape and select loft under compound objects and 'select shape' the rectangle.

     

    KYWnKHs.jpg
     

    36XoKZ1.jpg

     

    Now lower the shape steps under skin parameters to 0 and the path to the minimum needed to communicate the shape. Then go to deformations and click shape. This will open the curve editor. This will allow us to shape the curve however we want.

     

    JHWHPUs.jpg 

     

    Make yours like mine. Right clicking on a point will give the option to make it a bezier. Do that to most of them.

     

    Xic1qQf.jpg

     

    Now, create rotate and scale a circle until it fits around the ornament.

     

    DgXwJQ8.jpg

     

    Loft this one as well.

     

    0SY2wuJ.jpg

     

    Now, this would look better softer and rounder, so add a relax modifer on top of the stack.

     

    IiI6jb8.jpg

     

    Let's array it now. Located under tools. Holding alt while dragging on an arrow makes it go up in value slower.

     

    xXZJYSd.jpg

     

    Hide everything but those ornaments, make them all unique copy-instance-reference-clone-difference

    (I forgot to make a picture so here's one from the internet)

     

    Now click the window next to the attach button. Then either click on one end and then shift click the other or use hotkey ctrl + a to select all of your objects and attach them all. Then use symmetry to add it to the other side.

     

    FMVC2nj.jpg

     

    - - - - - - - - - - - - - - -- - - - - - - - -

     

    Now I will do the lions heads on the fence. The easiest way to do this is to make a 30 second sketch in zbrush. That's how I do it at least.

     

    RBKUvLY.jpg

     

    It really doesn't have to be that accurate or detailed, just has to somewhat resemble what it is supposed to. All I paid attention to was that it has eyes a nose and a mouth.

     

    F858ekR.jpg

     

    Then decimate. It now has like 300 polygons tops but still resembles what I need.

     

    ijlRFoJ.jpg

     

    Now just import and put it where I need it.

     

    o68lJwv.jpg

     

    Now that the lionshead is in place I made a little staff thing that sticks out, very simple bevel work, and organized that the same way as the other ornaments.

     

    - - - -- - - - - - - - -- - - - - - 

     

    That's about it for this update.

     

    b8Scr7Z.jpg

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    Once again darn it, you did it again. Keep it up!!!!   :thumb:


    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

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    Wow  this is a goldmine of modern 3ds max information!  darn42:  What issues were you having with 3ds max 2014 and have you seen the gamma fix I created for bat4max 5 and 3ds max 2014?

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