Faster modular level
Generic units with 1 unit =
1 ft.
Set up viewports like this
Start with a box like this; the important thing
is it is square.
Set up home grid and
line up box to 0,0,0
Convert to editable poly and
delete 3 sides
Flip [can do in quad menu]
Prepare a square texture for the floor and a square
texture for the wall. 512x512 would be good.
Select
the floor poly and drag the floor material directly to the floor.
Do the same for the ceiling polygon. Select the wall polygons including
the trim faces and do the same thing.
The advantage of this method
is the square texture maps immediately to the box face with no
UVW and Polygon ID work required.
Make your modular shape and
use bounding box as the snap and clone 5.
Vertex snap also
works great.
Anticipate the corner trim problem
and guesstimate pulling in that edge
Clone a copy
With bounding box as the snap,
move the selection so one box light up over another
Remove duplicate floor and ceiling
polygons

Go to wireframe and region select the corner – 8 vertices. Weld.
Weld all but the trim
Now weld the trim, making sure
the trim does not collapse, and the after number is less than
the before number:
Use angle snap to rotate 180
degrees, them bounding box to position
Delete floor/ceiling polygons
and attach, just like before. Also weld where needed.
Weld corners/not trim, then
weld trim. F3 toggle wireframe.
Clone in the flooring using
vertex snap ... you should see a “from” vertex light up, then
drag that until the corresponding [destination] vertex lights
up, then let go]
The result; weld as needed ...
do the ceiling the same way
Don’t forget you can hide sub-object
selection so you can access the ceiling
Clone, snap, and flip
Make sure you weld the inner
walls to the floor and ceiling.
Fix and corner problems by moving
the edges and welding
The trim should face out, so
either weld it the right way first, or weld it and then move
the main face outwards.
Remove both the ceiling and
floor from the center room
STL check your work and correct
any errors. Most often there are overlapping duplicated polygons
and vertices that need to be welded that read as open edges.
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