Hi guys, im having trouble modeling a ceiling like this, where pillars the the base lead into a vaulted ceiling. The pillars are no problem but the ceiling is getting me, i got a couple ideas how like using splines and lofting?. Any ideas on an easier way? 3dsmax 2010
Make a cube, with the bottom face on top of the pillar. Scale the bottom face down to fit the pillar, and leave the top face large. Then add edge loops horizontally along the cube and scale them in appropriately to give a curve. Then you just duplicate the cube and move it to the side so it connects at the top to the first cube.
might be worth it to make splines representing the curves and aligning the curve points to it.
another way would be to build a "cross section" of the ceiling between two pillars as its basicly a simple arch, extrude it to the next pillar, rotate a copy by 90° around the center of the archway and then cut or boolean them at the spots where they intersect each other and delete the middle part/welding them together.
This is a pic of a short tutorial that was posted here on poly a long while back on how to quickly do these. All credit goes to the owner of the tutorial, though, i forgot their name. The white text on the right is just my own notes
Start of with a basic cylinder with plenty of sides.
Delete both end caps and half of the cylinder.
Extrude the bottom edges.
Create two slices at opposite 45 degree angles.
Delete the end polygons.
You should know have something like this:
Now center the pivot on the end vert, clone and rotate three times until you get this:
Now weld the seams, select all the polygons and invert them. Chamfer the internal edges and duplicate and snap together as many as needed.
I like Nick's thinkin' but instead of slice I would use two rotated symmetry modifiers on half of a cylinder. Which is a bit like the other methods described.
So the modifier stack goes something like this:
- Edit Poly: Use this to delete the end caps and flat faces on the bottom, as well as flip the polys (or use a normal modifier).
- Symmetry: Rotated so it mirrors the L and turns it into a 4 way.
- Symmetry: Rotated 45 degrees. Creates a L hallway.
/pause (Go into the hierarchy tab, click affect pivot only, click center to object)
- Cylinder: 12 sides, Slice From 180, Slice To 360. Adjust the sides later
Notes:
Keep in mind that you would do the above in reverse order if you're following it like a tutorial.
You can smooth out or optimize the arches by going back down the stack to cylinder and adjusting the sides.
Also if you change the number of sides, you will need to redo the edit poly delete/flip faces on the top of the modifier stack.
I think booleans would create verts where invisible edges are cut, that could be messy? Also booleans don't like open geometry so it would probably just give a cut line, delete half or not do anything at all. You would have to shell it or use some other kind of closed geo...
Nah guys trust me, booleans work. You just have to give them something to work with. Make a cylinder - don't do ANYTHING ELSE TO IT except scaling operations if you want - copy it, rotate it 90 degrees, do a boolean join operation, and then delete everything below the middle. Viola. No fixing needed because all the edges lined up and you had enclosed geo.
The one time I had to model a vaulted ceiling I did it this way and it worked perfectly.
If you have too few segments, or you want to alter the angles, or you want to add piping, etc., you simply adjust the base mesh and it automatically propagates.
Replies
Make a cube, with the bottom face on top of the pillar. Scale the bottom face down to fit the pillar, and leave the top face large. Then add edge loops horizontally along the cube and scale them in appropriately to give a curve. Then you just duplicate the cube and move it to the side so it connects at the top to the first cube.
Hope that made sense.
another way would be to build a "cross section" of the ceiling between two pillars as its basicly a simple arch, extrude it to the next pillar, rotate a copy by 90° around the center of the archway and then cut or boolean them at the spots where they intersect each other and delete the middle part/welding them together.
will probably be easier the way mongrelman said
i know im gonna just use splines, cant get teh arch right using taper
Start of with a basic cylinder with plenty of sides.
Delete both end caps and half of the cylinder.
Extrude the bottom edges.
Create two slices at opposite 45 degree angles.
Delete the end polygons.
You should know have something like this:
Now center the pivot on the end vert, clone and rotate three times until you get this:
Now weld the seams, select all the polygons and invert them. Chamfer the internal edges and duplicate and snap together as many as needed.
Viola.
There's also a lightwave video:
ftp://ftp.newtek.com/multimedia/movies/w3dw/cathedral.mov
Can easy be transfered to any app if you know your tools.
little more work, think the arches look much better now
So the modifier stack goes something like this:
- Edit Poly: Use this to delete the end caps and flat faces on the bottom, as well as flip the polys (or use a normal modifier).
- Symmetry: Rotated so it mirrors the L and turns it into a 4 way.
- Symmetry: Rotated 45 degrees. Creates a L hallway.
/pause (Go into the hierarchy tab, click affect pivot only, click center to object)
- Cylinder: 12 sides, Slice From 180, Slice To 360. Adjust the sides later
Notes:
Keep in mind that you would do the above in reverse order if you're following it like a tutorial.
You can smooth out or optimize the arches by going back down the stack to cylinder and adjusting the sides.
Also if you change the number of sides, you will need to redo the edit poly delete/flip faces on the top of the modifier stack.
But the above is just my approach, take what you want from it and ditch the rest.
Maybe like this...
The one time I had to model a vaulted ceiling I did it this way and it worked perfectly.
If you have too few segments, or you want to alter the angles, or you want to add piping, etc., you simply adjust the base mesh and it automatically propagates.