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Modular Cathedral ceiling

passerby
polycounter lvl 12
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passerby polycounter lvl 12
wounder if anyone knows of a good approach to build something like this ceiling

cathedral_ceiling.JPG


was organically trying to use curves and loft, but i really don't know how to work in the spots for the windows into the main arch.

thinking i could worry about the main arch of the ceiling first, than cut a hole where the windows are and extrude in to the wall with the window, but want to see if people got better solutions.

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  • JamesWild
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    JamesWild polycounter lvl 8
    0YcE5.jpg
    For the arches, I'd build two types, a "full" arch that can butt up against ones to the left/right and go around corners (or a separate corner piece if the edges just don't meet up well in both cases) and a "half" arch that can be terminated by a window.

    Start out by making rough blockout arches and making sure they fit together.
  • JQP
    That pic is impressive. Is it a team project, or just something you're doing on your own?

    I don't know if you can use this, but I thought it was pretty cool. Found it with a search engine the other day:

    http://people.csail.mit.edu/ewhiting/projects/siggasia09.html
  • Kbrom12
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    Kbrom12 polycounter lvl 14
    I did a ceiling similar to this one and the technique I went with was just to draw lines. If your a max user you can draw a line and just turn render in viewport on, if you want to get more into it than that. As I did, I made the shapes in a straight line then used a path constraint so they had to follow that first initial line I drew. Hope that makes sense :) it was the best way I found to do it when I had the same problem.
  • passerby
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    passerby polycounter lvl 12
    Kbrom12 wrote: »
    I did a ceiling similar to this one and the technique I went with was just to draw lines. If your a max user you can draw a line and just turn render in viewport on, if you want to get more into it than that. As I did, I made the shapes in a straight line then used a path constraint so they had to follow that first initial line I drew. Hope that makes sense :) it was the best way I found to do it when I had the same problem.

    im not referring to the detail, up there just the overall shape, going to try what JamesWild when i get home.

    the detail will be easy, just draw some curves and make then renderable in maya, and add some thickness.
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