Thursday, 12 December 2013

Three new buildings - two landmark buildings and a water tower





After creating the mid ship area of the Arizona to finish it off, I then went back to create three more buildings for David for the ford island scene to add more different buildings , I decided after looking through the available pictures of the ford island, from the website.
I decided to create to surviving landmark buildings and a little model to add difference , a water tower. In this screen shot I have drawn out a box preset ready to create the building and by adding the parameter points to the width, height and length of the preset allows me to craft the basic shape of the first building.


Next I selected certain vertex points and positioned them with the move tool ready to exude them out to form the shape of the building.



In this screen shot, the exude tool is being used to pull out certain parts of the model to form the base shape of the model.


In this screen shot, I am adding in more box presets, which are scaled small, these presets are to soon to be pro Boolean out to create the base form of the windows.


Here is a screen shot of the cloned small box pre-set, positioned in place ready to be pro Boolean , the number of box preset positioned related to the number of windows to the real counterpart building,


A screen shot of the small box presets being placed all around the building ready to be boolean to create the windows.
This method of cloning multiple square presets may be a bit time consuming, but once pro boolean, the model receives windows without gaining a bigger file size.


A screen shot of the new building being marked by the editable poly options to create an raised roof edge, using the exude tool to extend the roof, then to make the roof edge have a curved finish, the move tool was used to drag the top vertex points of the roof in, this created the curved effect.


A screen shot of the curved roof and the front parts of the roof have also been edited to have a sloped edge, this was done not because it matches the real counterpart, because it gives the building more shape instead of  being too square.


Next I focused on creating the roof detail, instead of leaving the roof hollow, I used the exude tool to select certain areas of the inner roof to drag and pull out parts of the roof, this was made to add more detail to the model, not portraying to real building its representing.


Adding more to the roof detail, so the roof was not completely flat, after I mapped certain parts of the roof, I then added more detail by exuding shapes on top of other exuded shapes, this gives the roof a uneven surface.


This screen shot is showing something I wanted to add to the bottom of the building to make it stylish, using the exude tool to pull out a segment of the building to create an angled base.
This was done on the sides only, because being tried on the front and back ruined it, so they were left.


A screen shot of the finalized model, before texturing, adding modifications like the roofs rim, which was exuded out, so it over hanged the building.


The pro Boolean stage to the windows, which came out as planned, giving the model indented squares to represent windows, which can be selected to apply a glass texture.
The glass texture used was the dirty glass texture from previous models.


The model then was selected for the first texture, a roof felt texture, used on many of my previous models, using the material editor settings e.g. tiling, so the material did not stretch or distort.


A screen shot of the texture being applied, which came out as shown in the screen shot, giving the building that bit of realistic touch.

http://scarystock.deviantart.com/art/dirty-concrete-106818040


This texture was gathered from the web to texture the main building, the idea is that this texture will give the building an old, rundown look.



A final screen shot of all the textures placed on the model and as an overall result, the textures really help the model look realistic and in my option the stone texture chosen really makes the building stand out.


Moving onto the other building that stands in conjunction with the building discussed above, using the same segments from before, I drew out another box preset next to the previous building.
Then converting the model to an editable poly, moving the editable points on the model to the edges to create the roof rim or exude the roof inside, the model is already at the half way stage as this building is not as detailed as other example.





Then as shown in the screen shot the base of the model was selected leaving the roof to exude out to create the curved roof shape like the previous building.
As these two building are styled the same, this was done so the two building matched.




Next to give the model more detail, so that its not a simple plain box, box pre-sets were drawn out on the grid and positioned in the model, this was done to give the model its shape to match the design of its real life counterpart.


Then additional smaller box pre-sets were created and positioned in placed in the model, to create the windows, cloning the right number of box pre-sets and positioning them in place, they are ready to be pro Boolean out like the other building.


A close up on the pro Boolean windows, showing how much depth they give to the model.


For this building, instead of exuding parts of the roof like the last building, I decided I wanted to create a separate shape to place on the roof, because using the exude on the roof would not create this shape I wanted.
Using a box preset I created a sloped shape, using the box presets vertex points, I selected the bottom points and using the scale tool, I created this unusual shape as shown in the screen shot.


A final screen shot, showing the weathered stone texture being applied to the model, which was modified by the material editor to sit correctly on the model.
In addition another three small box pre-set were created and placed on the top of the model with a added cylinder for a chimney to finish off the model.
As shown in the screen shot the yellow pre-set are not textured, but beyond this screen shot the yellow pre-set were textured in the roof felt texture used on the other model.

Water Tower


This image was gathered to create my next model, a 1930s water tower, although its not a model that would not be a type of object to create for the ford island, but I decided to create it because its different than creating a similar styled building that matches with the other similar styled buildings I have created.


http://content.cdlib.org/ark:/13030/c86m3551/


Overall creating this model was the simplest, using a capsule preset and a cone preset and positioning them together, half the model is already constructed. 


Next to add to the model, a tube preset was created, making the tube very low in width, The tube was then simply scaled and placed over the capsule preset to create the water tower platform rim.


Next after adding a cylinder preset and cloning it three more times to rotate them beside the capsule to give the water tower its supports, a box preset was added to be placed in-between the cylinder and the supports.


Using the same technique as the other buildings I have created above, adding a certain amount of segments and converting the pre-set to an editable poly, the vertex points were moved to the edge of the box pre-set ready to remove the middle, and as shown below, the screen shot shows the results of the box pre-set.




Lastly with all the components in place, the model was textured in the same material as the other two buildings shown above, but an interesting result with this model is that, as the counterparts are all separated, the material came out on this model much more dirtier and weathered because of the material editor tiling option, allowing me to tile separate shapes gives me better results on how the texture looks to certain pieces, giving areas more weathering on a pre set and other areas less weathering.


http://www.dbshawaii.com/commercial



http://content.cdlib.org/ark:/13030/c86m3551

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