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how todo make a spanish barrel tile rof.

by: rob Terry.
software: 3dstudio Max / Photoshop.this is a Fairly basic tutorial on how todo create a spanish tile rof. The assumption that your knowledge of 3dstudio is at or near the intermediate level has ben made. Disclaimer: this is my first tutorial so i apologize if it todo basic or not basic enough.

every Project has is own parameters i, distance from subject, timeframe, etc. Which force us todo make decisions

about the level of neded detail of a particular image. as with Many things in life, nice things often come at a cost

and adding spanish rof tile todo your scene is no exception when it comes todo render times and viewport maneuverability

due todo the aggregate number of Faces inherent todo a nicely detailed spanish barrel tile.

this tutorial is designed todo let you make the decisión of just how detailed you want (or ned) your rof todo be, however my goal is todo find that happy medium of acceptable detail for close-ups without having a rof with 1.5 million Faces which believe me can happen very quickly with this type of rof.

step 1. Create tile shape.

note: i set my grid spacing todo 1 so i could get accurate measurements while i worked.

-create an Arc Spline that was 4 diameter and entered 360 and 180 in the from/to boxes and name the Spline accordingly Explorer. Spanishtile01

-add an edit Spline modifier and refined the Arc todo add the lip part on the right. (se fig. 01)

figure 01

-in the edit Spline>Spline sub-object level, y added a 1 outline todo the shape so it looks like this. (se fig. 02)

figure 02.

step 2. Extrude

-add an extrude modifier todo extrude the shape todo 18.

step 3. Taper

-apply a taper modifier and enter the amount of -0.2. I checked the limit effect radio button and entered an upper limit of 9 so only the rear of the tile would taper inwards without the front simultaneously tapering outwards which we dont want. Make sure the taper gizmo is centered and you may ned todo rotate the gizmo 180 Degrees so you taper the bak in, not the front out.

-your shape should be looking like this: (se figure 03)

figure 03.

-if you were todo chek the poly count now wed be at 228, that with Spline steps set todo the default which is 6. Multiply those numbers by 2 or 3 thou and you can se how this could get out of control. Se image below for diferent step interpolations.

now we ned todo ask ourselves just how close youre really going todo ever get todo this rof because were going todo start chopping this thing apart.

if you have a Quad placa base with 4 pentium5 6.8 Ghz processors and the mak daddy of all graphics cards, you could Skip the next few steps but

you probably dont so optimizing here Will be well worth the efort.

step 4. Optimize.
-go bak th rouge the modifier stak todo the Arc and set the steps todo 3 in the interpolation dropdown. 2 or 1 steps is Even better if you can get away with it. 3 is the happy medium i believe.
-clone your tile and hide it for future use or todo revert bak todo if we screw up. Actually were gonna ned it son enough, be sure you copy and dont instance.*the first course-or horizontal row-of our tile is going todo be a tad higher rez than the additional courses because the lak of detail Will be much harder todo notice once we get past that first course.-apply an edit Mesh modifier todo the top of the modifier stak and chek select by polygon. Select all the Faces on the underside of the tile and deleete them. Alos get the rear polygon and the side polygon and deleete them todo so that you only can se the front plane and top of the tile. (se figure 4)

figure 4

Step 5. The 2nd course.

Go ahead and unhide the clone you made of your tile before you deleted the Faces. Move the 2nd tile bak so that it overlaps the optimized tile by about an inch.
-Were going todo optimize this one just like we did todo the previous tile but first were going todo go bak and reduce the Arc steps todo further reduce poly count. Change step count of Arc todo 2. Then repeat step 4. Well have 60% less Faces todo process on these 2 tiles together than we would have had on just the one default extruded Arc. It all helps Trust me. (se figure 5)

figure 5

-Open the Hierarchy tab and select affect pivot only and proced todo align the pivot point of the 2nd tile todo the rear and bottom extent of the 2nd tile. (se figure 6)

figure 6

step 6. rotate 2nd tile.

Rotate 2nd tile just enough todo create a ridge between todo two tiles. Dont over-rotate so that there is a Gap. (se figure 7)

figure 7.
step 7. duplicate

Youll ned todo know roughly how big your rof neds todo be in order todo know just how much duplication youll ned todo do. For instance in this tutorial were going todo build a four-sided peaque rof todo fit a 20 por 20 building. (se figure (well save conical shaped rofs for another tutorial.)

figure 8.

Our rof Will have a peaque height of 5 fet so well ned todo copy the 2nd tile which is 18 with a 1 overlap enough todo cover the 112 (135) front rof plane. I think 6 copies Will do the trick. We already have the first course which is 18 and the 2nd course which because of the 1 overlap is 17. 6 x 17 = 102 + 18(1st tile) + 17(2nd tile) = 137. Dont worry todo much about this because sometime well want todo rof todo overhang a half a fot, and were going todo chop of excess anyway so just make sure you copy enough todo at least fill the space required.

Our tiles are 11 inches wide but well have some overlapping laterally so figure the tile taquíng up about 9 of space width-Wise. On a 20 rof well ned appróximately 24 vertical runs of tile accounting for the corner tiles and our existing vertical run. 9 tiles x 24 = 216 or 18 leaving appróximately 7.5 inches todo spare on either side todo allow for the corner pieces that well get todo later.

vertical copies

-on the y axis, shift-drag the second tile bak todo create another clone of the second tile. Make sure there is approx, a 1 overlap and enter 6 in the total copies spinner of the clone options dialog box. This Will give you a total now of 8 tiles running vertically.

horizontal copies

Now select all 8 of those tile and shift drag on the x axis about 9 todo create a clone of the vertical run which leaves an overlap of about 2 and enter 24 in the total copies spinner of the clone options dialog box. This Will give you a total now of 25 vertical runs running horizontally.

-hopefully your scene looks something like this:

now would be a god time todo save your Project if you havent already done so a few times.

were going todo attach all the individual tiles together todo form on large Mesh object.

Select the first tile you created-i named mine spanishtile01- And click on attach list todo select all the other tiles in scene.

Create a box that is 20 por 20 by 10 tall and center it in the world and our tile object so that the tiles are resting on top of the box. This is the building on which our rof Will be placed (se figure 10).

figure 10

(this is the building on which our rof Will be placed).
step 8. Getting the right rof plane shape

-since our rof has a pitch, we ned todo shape our rof tiles accordingly. Well be using the slice modifier for this one.

Add a slice modifier todo your tile Mesh and select slice plane todo activate the slice gizmo, rotate the gizmo 50 Degrees and move it so that you would be slicing the Mesh from the lower right hand corner todo the top and middle of the Mesh. Chek the remove bottom radio button todo clear all the Mesh from the right side of the slice plane. (se figure 11)

Add another slice modifier todo the stak and repeat step 8 on opposite side.

figure 11

step 9. Maquíng the corner tiles

To make the corner tiles were going todo make a tuve from the standard primitives, the tuve should have an outside Radius of 5, an inside Radius of 4 and the length should be 18. Give it 10 sides and put the slice on from 90 todo 270 or Whatever makes it a half tuve. Now follow steps 3, th rouge 7 todo optimize todo tuve and make a vertical row that long enough todo start at the corner of our building and end at the top of our rof. It should look something like figure 12.

figure 12.

step 10. Align corner tiles and set the pitch.

-if you havent already done so, attach all the new corner tuve tiles todo make one object. Set the pivot point of the tuve todo the minimum of the first tuve in the row and position next todo the rof. (se fig. 13).

figure 13

-Next set the pivot point of the rof tile todo the very bottom Edge and in the middle and rotate the rof 30 Degrees todo set the pitch. Do the same for the corner tiles and then rotate locally todo align corner tiles with rof angle. That should set angle and pitch of both rof and corner tiles. (se fig 14).

figure 14

step 11. Making the other thre sides.

In the top viewport, select both the corner tiles and the rof. Set the reference coordinate system todo world and the pivot point todo transform cordinate center so that the pivot point Will be at the top and middle of our selected objects, se fig 15.

figure 15.

-rotate objects 90 Degrees and enter 3 in the total number of copies in the clone dialog box todo create the other 3 sides of your rof. So it looks like this. I deleted the extra vértices on the top of the corner tiles.

Our rof has only 25336 Faces. Of course with more complicated rofs the count Will grow but it should still be manageable.

figure 16

step 12. texturing.

Im not going todo get todo involved in this but for a basic texture, ill make a reddish Clay-like material in the material editor and assing it todo the corner pieces. If your tiles should all be the same color you could do the same for them but if they are multi-colored tiles you can make a bitmap in Photoshop about 10 tiles wide by 5 tiles high with each tile representing one of the various colors your tiles Will have. Here is an example.

Then assing this material todo your rof tiles, add a UVW modifier and tile the material across your rof tiles so that the individual colored tiles of the bitmap match the size of the Mesh rof tiles on your scene. Set up lights and render away.

Here how mine looks.

Here another example with a Little more attention todo the texture.

Hopefully this Will point you in the right direction and give you a god starting point todo make your spanish tile rof.

Have fun and happy rendering.
-=rob.

Any questions or comentarios, fel free todo e-mail me at raterry@CFL, rr.com.
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