Helmut
0
Medieval Town Construction Kit
Medieval small township
* This is an exercise in particle meshes. In practice, it is a construction kit which allows you to generate a variety of different buildings by “plugging in” the predefined panels.
* Each house consists of a - more or less - simple box in a metric of x*y*z sections and units.
* The individual 1*1 faces of these boxes are assigned shade selections to differentiate “panels” which will be doors, ground floor windows, upper floor windows, oriels, etc.
* Predefined panels for doors, different window configurations, etc (see note on attached library below) are then assigned via the particle mesh function (type polygons + polygon selection n).
* A small library of door / window elements and building templates is supplied. Enlarge this collection according to your requirements
* I hope you have fun.
* Attention: Stacked particle meshes are not currently supported on C3D 6.3.2. The 2nd level shows in the editor but does not render. For renderings / animations, you need to turn the PMs into meshes to achieve a result.
Medieval small township
* This is an exercise in particle meshes. In practice, it is a construction kit which allows you to generate a variety of different buildings by “plugging in” the predefined panels.
* Each house consists of a - more or less - simple box in a metric of x*y*z sections and units.
* The individual 1*1 faces of these boxes are assigned shade selections to differentiate “panels” which will be doors, ground floor windows, upper floor windows, oriels, etc.
* Predefined panels for doors, different window configurations, etc (see note on attached library below) are then assigned via the particle mesh function (type polygons + polygon selection n).
* A small library of door / window elements and building templates is supplied. Enlarge this collection according to your requirements
* I hope you have fun.
* Attention: Stacked particle meshes are not currently supported on C3D 6.3.2. The 2nd level shows in the editor but does not render. For renderings / animations, you need to turn the PMs into meshes to achieve a result.
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