Shop Front Project - Blocking Out The Shapes
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After my
concept was at a stage I was happy with and could use a blueprint, I began
working on the block outs to scale of what I put on digital paper.
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This block
out would become the foundation of the rest of my project, and it was my first
proper take on creating something from scratch with the tools and techniques
learnt from the dagger and chest projects.
Creating the starting foundation:
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To begin,
I created a basic cube with a seam down the middle that I could raise to make
the basic roof shape in one direction. From this point, I used the alt-c cut tool
in combination with the inset, connect and extrude tools to create the
appearance of beams with wall behind them. At this point, the building was
perfectly aligned to the grid beneath, so I could use maths to manually align
points together. Originally I did this by hand, copy pasting the values in the
move options – but then a member of the discord pointed out in the ribbon you
can automatically align things together at a set height, which would have been
a great time save had I not done most of the beams. Oops.
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At the
time, the tutorials suggesting how best to go about modelling hadn’t come out
yet (this was done very early on before the brief had been officially set but
was available to read) so this method resulted in a lot of excess faces for the
walls. This method did work out in that the beams were attached and there wouldn’t
be weird holes where the beams weren’t meeting the walls for instance, and the
budget for the main building was so high that I was not worried about extra
tris on the walls.
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I
progressed on from the starting pink section into a separated object to become
the smaller house section. I made it a separate section because I thought it
would be a good idea to separate the meshes and view them individually, and it let
me think about the building in sections too.
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The roof
was complicated, and I later came back and changed it to be two intersecting
roof planes since it allowed the textures to sit better in the future, however
this worked as a simple block out for how much experience I had at the time.
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Finally,
I implemented a small to scale figure and made a cube to the 15m^3 size
restraints to make sure I was keeping the specification, and that the scale
made sense. The bottom floor was designed to be grand and taller to make it
seem more important than the living quarters above – so the high ceiling and
door frames are not an issue for me.
o The sizing cube was a simple
texture using a pre-built texture modifier in 3ds max, so that the shape was
still see through like glass while I checked the scale.
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Basic Block Out |
Adding the “Wonk factor”:
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After the
initial block out, it looked bland and too sturdy for this medieval building. As
mentioned in my concept post, I needed to add a wonk factor to the building,
and this would make the overall result a lot more appealing.
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To do this,
I used the F 4x4x4 modifier mentioned in the treasure chest project to move the
upper section of the main building out, and the lower section of the smaller
building in. This made a few holes that had to be dealt with as I had previously
deleted the faces that were unseen in the main and smaller building (admittedly
in an over ambitious attempt to optimise that caused quite a few issues)
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This was
not the last time I messed with proportion too – towards the end of the modelling
I also went in to extend the roof for instance, so they overhung by a lot.
|
Building Post Wonk |
Final Conclusions:
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This
worked well as a basic outline for everything to sit on – there was a lot more
modelling involved after this stage that made the building have more charm.
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After
this step, I began modelling the narrative props and extra details such as
windows to find this charm.







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