From the Vault: Medieval Building, part 3

Almost finished! Today we tackle the roof of our medieval building, which in this building refers to the composed upper part of the model. The roof (the topmost part of the upper level) took about a day, and randomizing the pike placement took less than 5 minutes: 

 

Medieval_bldg_7
Medieval_bldg_8
Using a procedural modeler gives us two completely different results. We build once, then regenerate for instant variation. In modeling terms, this means we get more looks for less work. As you can see in the second image, we created the roof as one sector, the addition as another sector, and used the Sector Link function to connect the two.

We also added some randomization to the mix by making the addition appear only half the time (this is the Maybe rule in the Filter rules of the Sector Editor catalogue, which is pretty handy if you want some quick, easy variation).

When this sector is linked to the sector we created in Part 2, the resulting medieval house can be used as a centerpiece or combined with other models to create a larger scene.

Postmortem: since the ground floor stayed the same (except for the archway), we saved the most time on the upper level.

In the middle photo you can see the upper level by itself. This can be used as a separate building. We're thinking about continuing this project – either making a deformable building, or regenerating this one building a few times to populate a scene with a small village (there is a possible door on the upper level).

We're pretty happy with the results, which took approximately 2.5 days to create - under our time limit - but what else could we have done to make it better or more interesting?  

Medieval_bldg_9

Medieval_bldg_10