26th October 2006, 04:26 PM | #11 |
Senior Member
Professional user
Join Date: Feb 2004
Location: Portland, OR
Posts: 604
|
Re: Best approach to low-poly house modeling?
Seems to me that bottom ledge is a separate surface, not the same as the floor to the house. You should be able to select it alone and delete it without affecting the floor.
Isn't the floor the much darker grey color under the wall (or is that the viewport background? In any case, the floor should be its own object, such that any operations done to a wall won't affect the floor one way or the other. Just cut the floor away as a separate object; select it in Surface Mode and do Cut Away Object. As to your Boolean question, yes. If you don't set it up to do otherwise, AC3D creates a new object in the exact same place, but if you're doing a boolean cut, you can't see the result for the overlapping original object.
__________________
Flight Sim Project Contributor My Gaming Rig: i5 2500K Quad-Core CPU at 3.3GHz MSI P67A-C43 mobo 4GB of PC12800 DDR3 memory Windows 7 1GB Galaxy GeForce GTX550 Ti video card GeForce 270.61 drivers (4/2011) Cougar joystick/throttle combo CH Pedals |
26th October 2006, 05:54 PM | #12 | |
Junior Member
Member
Join Date: Oct 2006
Posts: 11
|
Re: Best approach to low-poly house modeling?
Quote:
Edit: Okay that's wierd I just tried it again and this time only the surface I wanted to be removed was. Every other time I've done this I've ended up deleting the entire floor of the house. Very odd. But.. I guess it worked.. heheh. Well, let's see.. maybe other things that have been giving me trouble will work now, too Thanks! :-) Last edited by CGMike; 26th October 2006 at 05:57 PM. |
|
27th October 2006, 11:51 AM | #13 |
Senior Member
Professional user
Join Date: Feb 2005
Posts: 116
|
Re: Best approach to low-poly house modeling?
One little trick I use with door frame extrusions is to extrude outwards .... then remove that bottom surface ... and move the vertices of the front of the frame back inside the house.
Another thing I do is to build a little library of parts objects ... eg windows and doors then just 'merge' them in as needed after I've cut the required holes in the basic box house structure. Then change textures as needed griff |
30th October 2006, 02:52 PM | #14 |
Member
Expert member
Join Date: Jun 2006
Posts: 51
|
Re: Best approach to low-poly house modeling?
I come in here a bit late, but I do building models in several meshes because I want to be able to open doors, go in and look out of a window. For me it was easier to build a house with a base block, walls, ceilings and a roof. The doors are movable so they have to be a mesh on their own anyway.
For better performance I built simplified versions of the models and these are done using a big box and only some of the details. The simpler models replace the detailed ones at a certain distance to save rendering time. |
30th October 2006, 03:06 PM | #15 |
Senior Member
Professional user
Join Date: Feb 2004
Location: Portland, OR
Posts: 604
|
Re: Best approach to low-poly house modeling?
Not to mention, if you're really going for a realistic model, you need to have some thickness to the walls, and presumably you could do all that when you first create the outer "box" shell. Then, if you use Boolean or even Knife to cut door and wall sections out, you'll leave jambs and threshhold sections behind, or at least have vertices you can quickly link with surfaces to create whatever you need.
__________________
Flight Sim Project Contributor My Gaming Rig: i5 2500K Quad-Core CPU at 3.3GHz MSI P67A-C43 mobo 4GB of PC12800 DDR3 memory Windows 7 1GB Galaxy GeForce GTX550 Ti video card GeForce 270.61 drivers (4/2011) Cougar joystick/throttle combo CH Pedals |
|
|