Tutorial 14b: Advanced polygonal modeling

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Tutorial 14b: Advanced polygonal modeling

Table of Contents................................... 3 2

Download items Tutorial data Tutorial PDF Part 1: Polygonal Modeling Note that you can also find a video for this tutorial in the ArcGIS video portal (http://video.arcgis.com/series/62). Steps: 1. Open the initial scene by double clicking on 14B_Advanced_01.cej in the Navigator. 2. Select the polygonal shape creation tool, and click to set the first point. Note: While moving, the line length is shown in the text box on the top. 3. To force the line to a specific length, you can start typing. Type 11 and press enter. The color changes to magenta, and the line length is fixed at 11. 4. Move to a snapping line and click to set the second point. 5. For the third point, type 9 and press enter. If you want to cancel the fixed length, press esc, and the line length is flexible again. 3

6. For the next few points, we do not use text entry, just snap to 90 degree lines and click on approximate lengths. 7. For the last point, find the intersection of two snapping lines, and click. 8. Finish the shape with a click on the first point. 9. You can now perform some fine tuning on the lines. Click the Move Tool button want to transform. and select the edge you 4

10. Click and hold the mouse over one handle. Move the mouse to transform the edge. 11. Drag the mouse over the arrows to change directions. When you are satisfied with the result, release the mouse. Note: Note that there are different arrows to move the edge in different directions. 12. Do the same for another line. When the 2d shape is to your liking, you can finally create a 3d shape. 13. For this, hover the mouse over the polygon. 14. Now Drag the orange handle. Release to finish the 3d shape. 5

A reference scene of this can be found in 14_B_Advanced_02.cej. 15. Let s now create a slanted roof. Move over the line until a cross appears. This is the midpoint snap. 16. Click and move the mouse until you see the symbol for a parallel snap. 17. Move to the other side until you snap to the edge, and click. 18. You can now use the edge handle to drag a roof. Again, you have two directions, now use the green one. Release the mouse to finish the roof. 6

19. Now drag the back edge, to make the roof flatter. You can keep dragging the edges until you are satisfied with the result. 20. Let s now modify the 3d shape a little bit. Move the mouse over a polygon, and drag the handle. Note the different behavior of the arrows. The green drags parallel to the ground plane and creates a new top polygon. The blue arrow however, drags along existing edges, marked in blue, without creating a new polygon. Both types can be very useful depending on the shape you want to create. 7

21. Let's now create balconies. Select the rectangle tool. Click when snapped to this line. 22. Move and snap to the opposite line, and click again. 23. Now, hover over the new polygon and drag the handle. You can drag it in and out. Orange lines appear when you snap to a point. 24. Move it out a bit and release the mouse. 25. Select the polygonal tool again. Snap to the back balcony line, click, then move until you see the parallel sign, snap to the top edge, and click again. 26. Now drag out the new polygon. 8

27. To inset the balcony, create two lines with snapping. Draw two lines with snapping. 28. Then, grab the handle and drag the balcony floor down. The balcony is now finished. 29. Draw another balcony. 30. Rotate the camera to the back. 31. Select the rectangle tool, click to start on the wall, click again to finish. 9

32. Drag the balcony out, then create a rectangle on the top. 33. Drag the floor down. 34. A reference scene of this can be found in 14_B_Advanced_03.cej. The basic shape is now ready, let s create a nicer roof. 35. Rotate to the front, drag a roof polygon, and observe the different directions a bit. We want the green up direction. We also want to separate the roof from the building. 36. To achieve this, press the control key. Note that this inserts edges along the initial positions. Make the roof thick for easier editing; we make it thin again later. 10

37. Do the same for the other polygon. When dragging, snap to the first polygon. A reference scene of this can be found in 14_B_Advanced_04.cej. 38. Drag the sides to make it overhang. Start on the right to drag it out. 39. Drag the second face until it snaps. 11

40. Drag out the third face. 41. Drag the fourth, but not so far. Snap the last face to the fourth. 42. Rotate the camera to get a nice view on the side. 43. Drag the face down. Note the difference between the green and blue arrow. Use blue for now. 44. Repeat it on the other side. 12

45. Finally, go to the back, and drag out both faces. A reference scene of this can be found in 14_B_Advanced_05.cej. 46. When you rotate to the front again, note that a few extra, unnecessary lines are now on the roof. To clean this, first use the selection tool to select the whole building. 47. Now click the cleanup shape tool. 48. Select default from the presets and click finish. Most of the lines are now gone. You may have to use this tool twice to remove all lines. 13

A reference scene of this can be found in 14_B_Advanced_06.cej. 49. Make the roof thinner: To move multiple polygons at once, use the standard selection and the transform tools. 50. Select the first polygon by double clicking. Now hold control, and click on the second polygon. 51. Click on the move tool, and drag along the green arrow. You can now fine-tune the building by dragging planes using the polygonal tool. It s best to use the blue arrows, so the walls stay along the roof. 14

A reference scene of this can be found in 14_B_Advanced_07.cej. 52. Let us start decorating the building. Select the rectangle tool, and create two windows. 53. Drag them inwards. 54. Now create two doors. Rotate and zoom the camera a bit to get a clear view. 15

55. Rotate the building and create more windows. Note you can still drag the window frames. 56. Finally, rotate and drag out the roof along the green arrow. This creates an open garage. 16

57. To create columns, first rotate down. Draw two rectangles, and drag them out to the ground. A reference scene of this can be found in 14_B_Advanced_08.cej. Part 2: Texturing Let us add some textures. Steps: 1. First select the whole house. 2. Click the texture tool. 3. Click browse, select wall_white and open. You can find it in the assets folder of the tutorial. 4. To get a uniform look, select Mode > Dimensions. The numbers indicate how large the texture is in meters. 17

5. Enter 10 for both values and click Assign. 6. Texture the roof now. Select all roof polygons with the selection tool, a double click for the first and then clicks with control. 7. Pick the roof in the texture tool, and click Assign. 8. Let s now do doors and windows. Select two windows. 9. In the Texture tool, pick the window texture. 10. Set the mode to Stretch to polygon and assign. 11. Then Select the two doors, pick the door texture and assign. 18

12. Rotate to the back, select the windows, pick the window texture and assign. It is now very stretched. 13. Therefore, enter 4 at Horizontal repetitions and Assign again. 14. To add a chimney, draw a rectangle on the roof. Drag it up along the green arrow. 15. Now drag the back edge down along the green arrow until it snaps to the front edge. 19

16. Select all faces, and assign textures with the texturing tool. 17. Browse for the concrete texture, use dimensions with 10. 18. Fine tune the chimney. 19. Next, add a dormer. Draw a rectangle, and drag it up. 20. Drag the back edge down until it snaps. 21. Texture the sides. 22. Draw a window on the front, as already learned. 20

The house is now finished. You can still fine-tune the parts, for example to make the chimney smaller. A reference scene of this can be found in 14_B_Advanced_09.cej. 21