Jonathan Fantucchio Posted September 4, 2015 Share Posted September 4, 2015 So I'm as usual having modeling trouble. The client wants the geometry in detail so I have to make it precise. The window is pretty easy to understand. My trouble is what technique should I use to model this window. Normally these things are at a distance so I can get away with fudging it. I have the the sections of the sides but what technique do i use to transition the two side sections into the top part. Would I just extrude the window frame and boolean the details out. I thought or using the sweep modifier. If anyone has a tutorial they can steer me from or can point me to a modifier which will work on this window. Link to comment Share on other sites More sharing options...
kriscabrera Posted September 4, 2015 Share Posted September 4, 2015 trying to understand what part your talking about, you have any screenshots with the model? Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted September 5, 2015 Share Posted September 5, 2015 I think the best thing you can do is try to search for similar door photos, there you'll see that those part are not made of a single piece of wood, I am pretty sure than the top is one piece, and the verticals are other pieces, and so on. If you want details try to follow the real element, and re building just like it is build in real life. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted September 6, 2015 Share Posted September 6, 2015 I also am not sure which part you mean, but if you mean the part on the vertical side pieces where the grooves would be routed out, then I would suggest Boolean. Make the window with Edit Poly and Sweep Modifiers and then Boolean out what would be the routed detail. The mesh might not be too pretty, but it will look right on the render end of things. Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted September 6, 2015 Share Posted September 6, 2015 I'm thinking I'd do the sides and top separate. Use Sweep up to 9'-2", the top of the grooves. Then model the top panel coming down the sides. Then get in there and fuss with matching them up by hand. SoulBurn's edgeDivider would be my best friend (again). But there's these little quarter spheres you'd have to model. How about if you make a spline from the ground straight up (to the 9'-2" or whatever) then turns out (towards the camera). Just a few inches, enough for Sweep to model the corner. Make it too long, just to be sure then cut the extra polys. That should give you the round cuts at the end to just snap new verts to on the top panel. No, duh... don't make the top panel separate. Do the sweep then just extrude or shift-scale or shift-move the edges out. I'd make a test and a picture for you, but I'm rendering a shag carpet after a technique breakthrough idea half an hour ago. Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted September 7, 2015 Share Posted September 7, 2015 Seems to be a promising approach. At first I forgot to radius the vert at the corner. Need that to get the termination of the groove to be smooth and spherical. Then I had some trouble with cleaning up the corner but I only spent a few minutes on it. If you take your time, pay attention, are willing to back up, I think it should work well. Link to comment Share on other sites More sharing options...
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