Step Four
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For the base of our small house, draw a Box object as shown.
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Figure 4. Click here to view larger image. |
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Step Five
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Now, for the walls, draw a Rectangle shape object as shown. It should be
aligned with the box object (Box01) and slightly smaller than the box.
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Figure 5. Click here to view larger image. |
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Step Six
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Add an Edit Spline modifier and go to its Spline sub-object level. Then
scroll down in the modify panel and enable Outline button. Drag from the
existing
spline inward a little to get the depth of a wall.
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Figure 6. Click here to view larger image. |
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Step Seven
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Exit the sub-object level and in the Front viewport, move the
Rectangle01 up a little so that is aligned with the top surface of
Box01.
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Figure 7. Click here to view larger image. |
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Step Eight
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Add an Extrude modifier to it and set the Amount = 120.
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Figure 8. Click here to view larger image. |
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Step Nine
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Draw another box slightly larger the perimeter of the wall as shown.
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Figure 9. Click here to view larger image. |
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Step Ten
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In the Front viewport, move it up to the top of the wall.
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Figure 10. Click here to view larger image. |
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Step Eleven
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Convert it to Editable Poly.
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Figure 11. Click here to view larger image. |
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Step Twelve
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Go to the Polygon sub-object level and select the top polygon.
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Figure 12. Click here to view larger image. |
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Step Thirteen
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With Extrude option choose the Extrusion Height = 60.
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Figure 13. Click here to view larger image. |
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Step Fourteen
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Scale down the Polygon as shown and leave the sub-object level.
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Figure 14. Click here to view larger image. |
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Step Fifteen
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Add another box object for the roof with the Width Segs = 2 and move the Box up as shown.
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Figure 15. Click here to view larger image. |
Step Sixteen
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Add a Bend modifier to the box. Set the Bend Angle = 145 and Bend Axis = X.
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Figure 16. Click here to view larger image. |
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Step Seventeen
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Convert it to Editable Poly.
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Figure 17. Click here to view larger image. |
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Step Eighteen
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If needed for better viewing, press F3 in your keyboard to change the
view to wireframe mode. Go to the Edge sub-object level. Select any of
the top-middle
edges and hit Loop button to select all the 4 edges of this area.
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Figure 18. Click here to view larger image. |
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Step Nineteen
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In the Edit Edges roll-out, enable the Chamfer button and drag the
mouse-pointer from the selected edges in the viewport to have their
offset edges. This is
just for eliminating the sharp shape of the top of the roof.
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Figure 19. Click here to view larger image. |
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Step Twenty
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Do another Chamfer operation for more smoothing.
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Figure 20. Click here to view larger image. |
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Step Twenty One
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Select the 4 corner edges as shown by CTRL+Click method.
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Figure 21. Click here to view larger image. |
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Step Twenty Two
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Chamfer these edges two times as well.
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Figure 22. Click here to view larger image. |
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Step Twenty Three
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Select the perimeter edges as shown. You may use Ignore Backfacing
option while using CTRL+Click method for selecting these edges.
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Figure 23. Click here to view larger image. |
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Step Twenty Four
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Chamfer these edges as well, but for once.
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Figure 24. Click here to view larger image. |
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Step Twenty Five
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Go to Polygon level and press CTRL+A to select all the polygons. Then
under the Polygon Properties, hit Auto Smooth. This eliminates the
sharpness of the
polygons where they meet with each other.
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Figure 25. Click here to view larger image. |
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Step Twenty Six
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If you see any unexpected deformation in the mid/top area go to edge level and chamfer more 1-2 times those edges.
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Figure 26. Click here to view larger image. |
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Step Twenty Seven
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Let’s start making the Windows. For making the windows hole we will use
Boolean with the wall. First add a Box as shown which will act as an
Operand for
Boolean operation. Its depth needs to be greater than that of the wall
for making the proper hole.
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Figure 27. Click here to view larger image. |
Step Twenty Eight
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Select the wall we made earlier. Then choose the Compound Object
category from Create > Geometry > Category Drop-down list.
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Figure 28. Click here to view larger image. |
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Step Twenty Nine
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Enable the Boolean option. Make sure the wall is still selected.
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Figure 29. Click here to view larger image. |
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Step Thirty
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Than under Pick Boolean roll-out, click Pick Operand B and click the new box in the viewport to pick it as the boolean operand.
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Figure 30. Click here to view larger image. |
Step Thirty One
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A hole has been created. We can take more boxes and do more Boolean
operations to make more holes for more windows. BUT, in this tutorial,
we will rather
use the single Boolean to make several holes (2 holes per each side’s
wall). For that, go to modify panel while the wall is still selected. Go
to Operands
sub-object level of Boolean. Then highlight “B:Box05” (i.e. Operand B) from the Operands list under Parameters roll-out.
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Figure 31. Click here to view larger image. |
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Step Thirty Two
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Operand B was a Box. Wasn’t it? So, you will see “Box” below in the modifier stack. Select “Box”. It will be highlighted with grey color.
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Figure 32. Click here to view larger image. |
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Step Thirty Three
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Make sure Box is selected in the modifier stack. Then add an Edit Mesh modifier.
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Figure 33. Click here to view larger image. |
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Step Thirty Four
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Go to Element sub-object level and click on the hole-edge in viewport to
select the Element of the Box’s mesh. There is only one element, so you
will have
no problem to select it. You may also press CTRL+A to select the element
if you do not like to select by clicking. The element will not be
visible because
its base object (Box) was used to make the whole in the wall.
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Figure 34. Click here to view larger image. |
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Step Thirty Five
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With the move tool, move the element (invisible) to the right (as shown
below) while pressing SHIFT key in the keyboard. In the Clone Part of
Mesh dialogue
box, make sure “Clone To Element” option is chosen and then click OK. A new whole will be made.
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Figure 35. Click here to view larger image. |
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Step Thirty Six
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For making the holes in the adjacent wall select the earlier element
(hole). Enable the Rotate tool and Angle Snap button in the main
toolbar. Then rotate
the selected invisible element 90 degree in Z-axis while pressing the
SHIFT key in the keyboard.
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Figure 36. Click here to view larger image. |
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Step Thirty Seven
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Choose “Clone To Element” option and click OK.
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Figure 37. Click here to view larger image. |
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Step Thirty Eight
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Move the newly created invisible element to the appropriate place of the side-wall to get the new hole there.
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Figure 38. Click here to view larger image. |
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Step Thirty Nine
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Using this technique, make other windows holes as well into all the walls.
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Figure 39. Click here to view larger image. |
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Step Forty
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The size of the holes looks bigger than it should be. We can scale down
that while staying still in the Element mode. Just follow the steps as
shown in the
below image.
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Figure 40. Click here to view larger image. |
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Step Forty One
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For making the hole for the door, again clone the element as shown.
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Figure 41. Click here to view larger image. |
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Step Forty Two
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And scale-up the hole element for the door as shown. Exit the Element sub-object level.
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Figure 42. Click here to view larger image. |
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Step Forty Three
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To make the cut (or hole or whatever I should say) in the floor for the
lower portion of the door, draw another Box and move it to the
appropriate place for
another Boolean operation. Select the base of the house and do another
typical Boolean operation as shown.
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Figure 43. Click here to view larger image. |
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Step Forty Four
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We have made the holes for winows and the doors and NOT the main parts
(shutters). We will now make them. Again make a box aligning it with the
first hole
in the Front viewport with the segments parameters as shown.
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Figure 44. Click here to view larger image. |
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Step Forty Five
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Go to the Top viewport and move (in Y view axis) the box exactly where it should be i.e. on the hole.
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Figure 45. Click here to view larger image. |
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Step Forty Six
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Convert it to Editable Poly.
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Figure 46. Click here to view larger image. |
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Step Forty Seven
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Now, in the Modify panel, go to the Vertex sub-object level and select
two middle columns vertices and scale them horizontally as shown.
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Figure 47. Click here to view larger image. |
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Step Forty Eight
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Now select the two middle rows vertices and scale them vertically as shown.
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Figure 48. Click here to view larger image. |
Step Forty Nine
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Go to Polygon level and select two big polygons of the middle by
region-dragging while the Select tool (and NOT any of the transformation
tools i.e.
Move/Rotate/Scale) is enabled in the main toolbar.
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Figure 49. Click here to view larger image. |
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Step Fifty
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Extrude with a little negative value as shown to make the contour. We
will now assign a semi transparent material (like glass window) to these
two polygons.
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Figure 50. Click here to view larger image. |
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Step Fifty One
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Make sure Polygon sub-object level is still enabled and the two big
middle polygons are still selected. Then open the Material Editor.
Select the 1st empty
slot and adjust the Diffuse Color and Opacity value as shown.
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Figure 51. Click here to view larger image. |
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Step Fifty Two
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Assign the material to the selection.
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Figure 52. Click here to view larger image. |
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Step Fifty Three
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Now, choose the 2nd empty material slot and adjust the Diffuse Color as shown.
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Figure 53. Click here to view larger image. |
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Step Fifty Four
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Choose Edit menu > Select Inverse.
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Figure 54. Click here to view larger image. |
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Step Fifty Five
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Rest of the polygons should be selected. Assign the 2nd material to the selection.
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Figure 55. Click here to view larger image. |
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Step Fifty Six
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Actually, we want to make two parts window. So, go to Vertex level and
region-select the right two columns vertices. Then move them to the left
as shown.
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Figure 56. Click here to view larger image. |
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Step Fifty Seven
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Before, doing further adjustment we need to adjust the Pivot point of
the window. So, leave the sub-object mode, go to Front viewport. and go
to Hierarchy
panel. Then enable “Affect Pivot Only” mode and move the Pivot point as shown. Exit “Affect Pivot Only” mode.
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Figure 57. Click here to view larger image. |
Step Fifty Eight
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While the window part is still selected, click Mirror button in the main
toolbar. Choose the options as shown. We should select “Instance” option
which will facilitate the vertices adjustment process.
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Figure 58. Click here to view larger image. |
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Step Fifty Nine
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Now, go to modify panel and enter the Vertex sub-object level of the new
window-part’s Editable Poly. Then select and move the vertices as
shown. Look, the
shape of the other window-part is also being fixed. This is because we
chose “Instance” for cloning method in the previous step.
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Figure 59. Click here to view larger image. |
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Step Sixty
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Now select the two parts and choose Group menu > Group.
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Figure 60. Click here to view larger image. |
Step Sixty One
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Name the group “Window01” and click OK. Then clone and place this group several time to get the shutters for other windows as well.
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Figure 61. Click here to view larger image. |
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Step Sixty Two
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Apply same simple Polygon modeling technique for the Door.
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Figure 62. Click here to view larger image. |
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Step Sixty Three
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Open the Material Editor and choose the 3rd empty material slot. Assign Bitmap to the Diffuse slot.
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Figure 63. Click here to view larger image. |
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Step Sixty Four
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Use any suitable texture of your choice for the door.
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Figure 64. Click here to view larger image. |
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Step Sixty Five
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Assign the Material to the door. Enable Show Map in Viewport button when
assigning the material. Bitmap is not correctly seen on the door. We
need an
appropriate UVW coordinates for the door.
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Figure 65. Click here to view larger image. |
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Step Sixty Six
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So apply a UVW Mapping modifier to the door. Choose “Box” as the Mapping option under Parameters.
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Figure 66. Click here to view larger image. |
Step Sixty Seven
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For wall material, choose the 4th empty material slot. Click on Standard and choose Composite material type.
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Figure 67. Click here to view larger image. |
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Step Sixty Eight
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Discard old material when asked.
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Figure 68. Click here to view larger image. |
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Step Sixty Nine
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Choose Standard as Mat.1 of the Composite material.
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Figure 69. Click here to view larger image. |
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Step Seventy
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Assign Bitmap to this Standard material’s diffuse slot.
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Figure 70. Click here to view larger image. |
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Step Seventy One
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Choose a old brick-wall texture which you should get in your 3dsmax >
Maps > Bricks folder if you installed the maps as well when
installing 3dsmax.
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Figure 71. Click here to view larger image. |
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Step Seventy Two
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Click Go to Parent button twice to return to the base Composite material interface.
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Figure 72. Click here to view larger image. |
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Step Seventy Three
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For Mat.2, choose another Standard material.
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Figure 73. Click here to view larger image. |
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Step Seventy Four
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Adjust of this Standard material’s parameters as shown and choose
Gradient map as the Opacity map of this material. Actually, we want to
see some snowy
effect over the lower portion of the brick wall. So, we will make an
Opacity map of the Mat.2 (Standard) material of the composite where
lower portion will
be opaque and upper portion will be transparent so that bricks cane be
seen in the upper area. Obviously we will add some noise to simulate the
realism.
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Figure 74. Click here to view larger image. |
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Step Seventy Five
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Set the Noise Amount value = 0.5 for this Gradient map and click Go to Parent button.
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Figure 75. Click here to view larger image. |
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Step Seventy Six
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Expand the Maps roll-out and assign Cellular to the Bump map slot.
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Figure 76. Click here to view larger image. |
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Step Seventy Seven
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Adjust the Size value under Cell Characteristics group in the Cellular map’s parameters area.
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Figure 77. Click here to view larger image. |
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Step Seventy Eight
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Assign this composite material to the wall we made earlier. Quick Render the scene to see the material effect on the wall.
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Figure 78. Click here to view larger image. |
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Step Seventy Nine
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Now, for the upper wall, assign a standard material with just that brick-wall texture. Apply a UVW Mapping modifier with “Box” mapping method to
correct the texture coordinates for this object.
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Figure 79. Click here to view larger image. |
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Step Eighty
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For the outer ground and the base & roof of the house we will make a
snowy material. Select the 6th empty material slot and then adjust the
parameters as
shown. Assign this material to the said objects.
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Figure 80. Click here to view larger image. |
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Step Eighty One
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If we want to give some uneven shape to the roof geometry we have to get
some more edges in the roof. So, select the Roof and go to Modifier
panel for
editing the roof editable poly. You don’t have to enter any sub-object
level. Do some Quick Slice operation as shown.
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Figure 81. Click here to view larger image. |
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Step Eighty Two
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You can get further mesh density by using the Tessellate option after
going to Polygon subject level and selecting the desired polygons (see
below).
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Figure 82. Click here to view larger image. |
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Step Eighty Three
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After getting enough polygons/edges go to Vertex level and move some
vertices to form the irregular shape. Use Soft Selection and adjust
Falloff value
before adjusting the vertices.
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Figure 83. Click here to view larger image. |
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Step Eighty Four
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For the trees, draw a Cone object as shown.
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Figure 84. Click here to view larger image. |
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