3D Toolkit: Sci-Fi Building

 

In this blog, I will talk about the process I went through to model this Sci-Fi building

For the front panel, I started with a cylinder primitive and lowered the subdivisions to 12. I then delete the top and bottom faces and delete half of the faces. Then I shape the cylinder to match the curve. 

Modelling the Centre and the Base

I started with a cylinder primitive and removed faces to block out the general shape of the base by manipulating sides and verts, as shown in these screenshots.



I went into top view and moved each vert to align with the orthograph. Then I went into the side view did the same. I made sure that the curves followed the orthograph. 






After aligning all the verts to match the orthograph, I increased the divisions of the model by going to: 
Modify > Convert > Smooth Mesh Preview to Polygons
Change Divisions to 1



I then had to extend the base so I extruded it and moved it to align with the line.
CTRL + E > W (World View Move Tool) 


Then I used the insert edge loop tool as shown in the screenshot below.


I used the Multi Cut Tool with Symmetry Object X enabled so that it cuts on both sides of the object and then I deleted the face. 


I deleted the extra edge and then used the multi cut tool to make a new edge that aligns with the edge loop and the middle of the bottom edge. 






I selected the whole object and extruded it to -0.4 then went to Mesh Display > Reverse so that the mesh was viewed correctly.




I selected all of the inner faces and duplicated it and then hide the original mesh.

I selected all the edges as shown in the screenshot and then used the bridge tool.



I snapped all of the verts underneath the model to close the gap.

I deleted the dome faces of the duplicate model.




I selected the edge and went into the side view and extruded to the line of the orthograph. 

I selected all of the inner faces of the model, extruded and then changed the offset inwards to create the bottom of the base using box modelling.







Modelling Rear Details

First, I made a new cylinder primitive. I snapped it to the centre of the building (using V to snap). Then, I rotated 90 degrees on the X axis. Next step is to go into project view and scale the object to match the curve and delete the bottom half of the cylinder as well as the back faces and delete every other edge in the circle. I then selected the bottom edges and extruded downwards. Then, I selected the two edges on both sides and bridged them. 
 




On the front edge, towards the bottom, merge the vertices together.



Select the two edges and bevel.




Use multi-cut tool on each of the points. Snap to the other end. Enable Symmetry


Create two edgeloops, move vertex to create curve.


Create two new edges using multi-cut. 

Select bottom edges near the curve, and bridge. Change divisions to 1



Modelling the Landing Pad.


Create cube primitive and move it up. Scale the cube 


Scale to match the image planes



Select top edges. W to move down. B for soft select. Make sure they intersect.

Change subdivision width to 11

Select all visible vertices. Move them until they aren't visible. Then snap edge (V) vertices of main build up, so that they're flat. 

Bevel tool and set segments to 2

Enable symmetry Object Y. Use Multi Cut tool on ends and snap to edge. 


Here, I make a new cylinder. I scaled it to the size of image plane that I needed. Then I deleted 3/4s of the cylinder as well as the front and back faces. I took the edge on the right and extruded it outwards to match the image plane and then upwards.


Extrude highlighted edge as shown in image (snap it to the end)

Then I selected the bottom edge and used the bridge tool.

Select highlighted edge and use 'Fill Hole'.

Insert 5 equal edge loops on the top face. Then use multi-cut tool and click on each vertex to create quads as shown in the image.

Select and delete back face and then move edges to snap in-line with the curve. Delete top face as well.

Delete the faces of the side of the landing pad.

CTRL + D and CTRL + G with the object selected. Holding D and V, set the pivot point to the middle of the model. Scale X -1 duplicated object. 

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