Im about to model the Bag End house, so Im wondering what is the best way to model those curved roofs, like these: Hope anyone have some useful tips. I have started on something here:
They don't have to be 1 single mesh. I'd model 1 for the concrete (or whatever) which looks pretty simple, and probably model just 1 wood panel and copy them around.
One easy way is to model all the timber beams/rafters, and complete the roof skeleton structure(as would be done in the real world) and just edge extrude from the top of copies of the beams/rafters. This will give you a perfect match for the curved ceiling lining and also reduce modeling to a minimum as you just need to model single elements and duplicate, as panupat mentioned. Actually a very simple modeling job and very straight forward once you just take time to break it down to simple shapes.
Allright, thanks for the tips So I only need one half cylinder and model it so it looks like the rafters, duplicate it as many as I need and then put a sphere over them?
Here's a quick mock-up I did to show you what I'm thinking:
1 - Model a single rafter element(always using symmetry where suitable to ease the workload) 2 - Duplicate and place 3 - select and detach these faces as a clone. Either flip the normals or create thickness(thickness is better if lighting is exterior or just use double-sided in your material) 4 - Move the border edgeloop to create the ceiling space
Then just repeat the steps for the other rafter/beam shapes. As I mentioned earlier, study the forms and break them down to simple elements and always pondering how they would be built in the real world. This is an efficient way to model. Trying to build too much from a single mesh is only going to make things more difficult(especially if you're using Sub-D's)
It looks like it's missing the interior, you won't learn much. @Musashidan gave you some tips to get started, another thing you can do is to gather more references.
I think what sonicblue was alluding to* was to spend a little time at least getting a blockout of the rest of the room. Right now, you're trying to solve a unique form without reference to the forms around it. (like drawing an action pose but detailing the toenails before sketching the rest of the figure) You're going to have a hard time fitting the room to the rafters. *Actually that was in reference to the model you bought but i'm leaving this part in anyway.
If it were me, I'd trace out the three circular forms of the front wall first and use that as a base extrude for the roof, then pull shapes out from that for the rafters. Everything is very geometric in this house, you should be able to deform a cylinder like how musashidan does in his mockup. You've got some pretty crooked shapes from tweaking vertexes and there's no need for that in this shape
Try taking a shortened cylinder with no caps, delete half so you just have a single poly strip. Scale it downwards so it's more elliptical.
Replies
1 - Model a single rafter element(always using symmetry where suitable to ease the workload)
2 - Duplicate and place
3 - select and detach these faces as a clone. Either flip the normals or create thickness(thickness is better if lighting is exterior
or just use double-sided in your material)
4 - Move the border edgeloop to create the ceiling space
Then just repeat the steps for the other rafter/beam shapes. As I mentioned earlier, study the forms and break them down
to simple elements and always pondering how they would be built in the real world. This is an efficient way to model.
Trying to build too much from a single mesh is only going to make things more difficult(especially if you're using Sub-D's)
@Musashidan gave you some tips to get started, another thing you can do is to gather more references.
If it were me, I'd trace out the three circular forms of the front wall first and use that as a base extrude for the roof, then pull shapes out from that for the rafters. Everything is very geometric in this house, you should be able to deform a cylinder like how musashidan does in his mockup. You've got some pretty crooked shapes from tweaking vertexes and there's no need for that in this shape
Try taking a shortened cylinder with no caps, delete half so you just have a single poly strip. Scale it downwards so it's more elliptical.