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

From the Vault: Medieval Building, part 2

Following up on last week's post, here's the first part of the upper level of our medieval building:

Medieval_bldg_4

In this part of the building, we used more procedural features of Ürban PAD to get a bit of easy diversity. For basic uses, this means we can easily include variety in wall textures, window geometry, and props position. Modelling procedurally speeds up the work so that you don't have to create the same geometry manually or place the same prop at a different location over and over again.

We regenerated this level a few times to get some variation.  When we regenerated the geometry, the door and window placements changed. So did the sign position: 

Medieval_bldg_5

Medieval_bldg_6

From the Vault: Medieval Building

Medieval_bldg_original

From the Gamr7 vault, here’s a little project we worked on back in March. The renders were featured on our Artilinki space, and here we’ll go into a little more detail about how we built the building with this post series.

The original model (above) was a medieval building with a basic ground floor and a more detailed upper level. 

Our goals:

 

  • Reproduce the ground floor with the arched doorway
  • Design a multi-level top with changing window positions and types
  • Randomize asset placement : sign, lamps, and roof deco
  • Blender render
  • Get it done in less than 3 days. 

First step: creating textures and 3 meshes for this building - lamps, sign, and pikes. All geometry was created with Sector Editor. We used assets we already had on hand for this project, so no creation time was involved. 

Creating the geometry itself took about 2 hours. Here's the first image: 

Medieval_bldg_0

The Shape rules came in handy for creating the arched doorway, while we used random extrusion to offset the stones from the doorway, making them look a little more authentic. Not bad for 2 hours' work.