I've got another question, now as you can see from the image the walls are too high. I have two questions, isn't it ideal to know the dimensions for the wall before I would apply any kinda of depth to it? My second question is how the hell can I trim the edges and what's around the window? Thanks.
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how did you create the walls? did you box model the build or did you use the AEC extended walls? if you used aec walls then you can go into the wall sub object and choose segs click face of the wall and then change the hight of the walls. but this doesnt do every single walls at once you need to do them individually
if you used box model then go into the verties and move the walls down from there.
Yeah what you see in the screenshot is a separate wall, I was looking to make a stone facing on just the front and wood siding on the sides and back.
@Anonymous wrote:I've got another question, now as you can see from the image the walls are too high. I have two questions, isn't it ideal to know the dimensions for the wall before I would apply any kinda of depth to it?
Hi,
Best way to keep proportions accurate is to use units. Go to Customize > Units Set Up and set your units to use US Standard or Metric then when modeling set walls, etc... to standard sizes. You can use the web to find standard window sizes, etc.... This way all your walls, windows, doors will be in the correct proportion to each other.
@Anonymous wrote:My second question is how the hell can I trim the edges and what's around the window? Thanks.
Once you get your walls and windows proportioned correctly you can look into either using a UVW map or UVUnwrapping your structure to get the textures to fit properly.
Controlling a Texture with UnWrap
Hope that helps a bit!
Daf
You can adjust the uniform height of a wall segment by selecting the segment and adjusting its height value.
However, if you want to create a peak in the wall segment choose the Profile subobject and pick the wall segment. This will generate a grid flush with the wall seement.
Now click Insert and the Create Gable. A "" will appear midspan. Use move to adjust the location of that point to where you want the peak of the gable.
modify aunform
Ok what you see in the image aren't textures, those are planes edited to give that "rock face" appearance. There has to be some modifier to create a peak on the "planes" or am I gonna have to scrap it all and do it over?
Why did you convert the wall to an editable poly?
If you have converted the walls to Editable Polys then the easiest solution is to use object snap vertex and create a new wall referencing the the vertices at the base of the Editable Poly "wall". Delete the Editable poly wall and edit the profile of the wall object.
If you want to edit the poly then you will have to define new polys within the object which you can edit to take the shape you want. You can do this by adding a Slice modifier to the object, then collapse it to convert it into a simple editable poly at which point you can edit the new edge.
I kinda did what you said, I added the slice modifier and just sliced both sides to give me the peak and that worked. How would you have done it to get a "rock face" appearance on an outside wall? Oh yeah bonus, now I have to figure out how to cut out the sections for windows, any ideas?
Again, why did you convert the wall to an editable poly? I have found it much better to keep walls as walls and learn how to edit them than to convert them to editable polys. Using snaps it is relatively easy to make a wall to replace an editable poly.
Here's a Screencast of how to add windows to walls. Easy!
You can use a similar approach with an editable poly but the hole for the window will not be automatically created. You do not need the window hole if you do not open the window. If you want the hole then add a box using object snaps then use ProBoolean to subtract the box from the editable poly.
I was trying to get a stone face appearance on the house model as well as wood siding on the other sides of it, check out the screenshots. Now I know there has to be an easier way to do this but that is how someone (on here) suggested to do it. If there's an easier way I'd like to know.
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