Graphics Reference
In-Depth Information
The square sections at the top and bottom are not as easily adjusted with weight maps. Adding some ad-
ditional edges will help solidify the form when converted to SubDs. Add mirrored loop slices in all three
axes to create slight rounding on the corners while retaining an overall flat surface. Figure 10-20 shows a
close-up on the top of the pillar after being converted to subdivision surfaces.
This same technique can be used to create soft corners on the chimneys, railing, steps on the deck, or on
the corners of the house by adding rounded cubes (as on the top and bottom of the pillars) to add some detail
and varied levels of depth.
Figure 10-20: The pillar from the front of the house converted to SubDs
Sculpted Sections
The best example of a section of the scene that can be sculpted for added detail is the ground. Convert the
polygons to subdivision surfaces so that the ground can be sculpted. You will also need to enable Multiresol-
ution and increase the Subdivision Level setting to allow for some smooth sculpting of the terrain. Subtle
variations in the roll of the surface can make the building a lot more interesting and also improve the visib-
ility of grass when it is added in the texturing process (which you will do in Chapter 11, “Texture and Light
for Architectural Exteriors”). Since the geometry is very low resolution, you will need to set the Subdivision
Level to about 6 or 8 in order to have the resolution necessary for sculpting. This will add some polygons at
render time, but compared to the completed scene, the added geometry will be relatively minor.
 
 
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