Graphics Programs Reference
In-Depth Information
Walls
For the main walls of the Jungle
Temple, I first laid out cubes to
form the stone blocks of the wall
(see Figure 5-8). Beginning with
the bottom row, I added each
one by hand and modified its
length to give some variation.
Next, I built up the higher layers
by duplicating and scaling the
cubes. To add further variety, I
selected blocks at random, moved
them in or out from the wall a bit,
and rotated them slightly to make
the surface of the wall somewhat
more uneven. Leaving the basic
walls from the blocking-in stage
behind the new blocks provided
a filler for the gaps between the
blocks.
To add a beveled edge to the
blocks (see Figure 5-8), I sub-
divided them a couple of times
(select all [ A ] in Edit mode, then
W 4 Subdivide) and then added
a Bevel modifier and set the
“limit” method to Angle. The
limit restricts the beveling to
edges between faces at a sharp
angle, and setting the angle to
about 45° gives a nicely rounded
bevel that is heavier on the cor-
ners of the blocks than at the
edges. The sides are left alone.
* When applied, the Bevel modifier
can create errors that will turn
your geometry into triangles and
create a lot of duplicate vertices.
To fix this, apply the modifier only
once you're finished modeling.
Then, in Edit mode, select every-
thing ( A ) and use the Remove
Doubles (W 4 Remove Doubles)
operator to eliminate duplicated
vertices. Next, use the Triangles to
Quads operator ( alt -J) to return
to a cleaner mesh without so many
triangles. You can also bevel indi-
vidual edges and vertices in Edit
mode, using the Bevel operator
(W 4 Bevel).
Figure 5-8: Creating the stone blocks for the walls. First, I blocked in the walls
with simple cubes, which I scaled and moved to build up the wall. Next, I
damaged the walls a bit by adding some basic subdivisions and roughening
some edges. Finally, I beveled the edges of the blocks using a Bevel modifier
limited by angle.
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