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Old 23rd February 2006, 12:52   #1 (permalink)
NURBS Booleans are your friend
 
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Puke castle modelling

I've stuck... I would like to modeling a some old-stile castle, but as I am new in Carrara I have hated how to perform that.
I have a photo-picture of my fellow - castle, but just a front one... rest of plans I can just guessing, but problem is: what there could be a method by which I can start my re-creation?
I have tried tracing by polygon tools, but there is some columns, which I think I need to do by inserting proper shapes.... anyway I need you help or kind point on some tutorial or advice.

Cheers.
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Old 23rd February 2006, 13:48   #2 (permalink)
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Can you post some ref images?
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Old 23rd February 2006, 13:56   #3 (permalink)
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Here is:
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Old 23rd February 2006, 18:14   #4 (permalink)
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Try building the basic shape with primatives or in the VM with primative meshes. This will help you separate the model into basic components for texturing, which is where the "big" work will be spent. Try to keep your model as low polygon as possible. That will greatly help you with the UV unwrapping of the object.

I do not recommend starting off on building the model, brick by brick or try to fake that look because you are new to Carrara.

Eventually, you'll need to UV unwrap your model. AFTER, you made the castle object (preferably in Carrara's VM); trying working through the UV tutorials on my website. This will help you get to terms with this editor before you approach that on the castle that you've created.
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Old 23rd February 2006, 19:48   #5 (permalink)
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AWBenson is right, castle is mostly made of primitives, if you divide it in different objects it will be very easy to build. e.g. side towers are asking for a cube with cone on on the top take them in VM and make em irregular. The door arch can be made in Spline. I will try to make a sample later (I won't copy yours

edit: here are my 10 minutes with spline modeler. Hope this helps.
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Old 23rd February 2006, 20:39   #6 (permalink)
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Great work ISDN, a pic is always worth 1000 words! ;)

Yes, always look at your reference and see how it can be broken down into cubes, cones, spheres etc...

Depending on how fast you want the job done, you may be able to just get away with booleans; creating cubes, subtracting out shapes for your doors and windows, adding a cylinder to a cone to create the towers etc...

Then as already mentioned comes the coloring and texturing...

If you keep the shapes seperate and just group the objects, it may be easier to texture the individual items (the cones at the top, the cylinders and cubes for the walls etc.)
If you make it all "one piece" then it may be more work to texture - it all depends on the quality you need (how close of a shot is required, different angles, shadow accuracy / quality etc.)

Let us know how you make out! ;)

-Will
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Old 23rd February 2006, 23:24   #7 (permalink)
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OK Guys, thanks so much!

I think I understand what to do...
I thought I can create it as one half and then symmetrically add another half. Is it possible? Do you have any point on tutorials in such way?
What is the best solution: do all stuff in VM, or in a Spline?
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Old 24th February 2006, 00:27   #8 (permalink)
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Alex you are on the right track on using the symmetry function. I would create them first in spline as you can always turn that into VM. You can even bring an outline from illustrator or photoshop (if you care) and then use the spline to create the towers.

Good luck. Keep us posted.
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Old 24th February 2006, 11:02   #9 (permalink)
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Puke

Thank you isdnmodem!

BTW what is the best way to bring project between machines? e.g. from home to office, etc. Is it *car good enough?

I have found that *.car is better...

Also, Is it true that firstly I need use Hexagon to do a model, then put it in Carrara ? Or it's depends of what to do?
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