Modeling a complex spherical object

Discussion in 'Mapping Questions & Discussion' started by lolcrit, Apr 9, 2010.

  1. lolcrit

    lolcrit L1: Registered

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    Hello, I'm a fresh mapmaker and I have trouble modeling a specific object. I'd like to model an observatory, something looking like this: http://astroprofspage.com/wp-content/uploads/2007/07/p200orion.jpg

    It is supposed to be a central point of the map (I though I'd start off with a KOTH map being the smallest and simplest map type). The observatory itself should be half of a sphere dimensions 1024*1024*512 (length*width*height) which is hollow with walls of 64 thickness sitting atop a cylinder dimensions 1024*1024*256 which is also hollow with walls of 64 thickness. The half-sphere part of the object should have one side missing (let's say 2/16th of a 16 face sphere) to represent the opening for the telescope.

    How would I go about creating such an object?

    I've tried both making it hollow and carving with another smaller sphere but both ways screw up vertices badly making it nigh impossible to cut out the opening for the telescope. Is there a way to manually draw vertices? Any advice is very much appreciated!
     
  2. Westerhound

    Westerhound L5: Dapper Member

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    Id recommend using custom models, but it could be done with displacements
     
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  3. lolcrit

    lolcrit L1: Registered

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    Silly question - if I do make it as a custom prop (in Blender, let's say), will players be able to enter inside?
     
  4. Leminnes

    aa Leminnes

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    Indeed if you make the correct collision mesh.
     
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  5. Mick-a-nator

    aa Mick-a-nator

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    Models would be the way to go. You don't have to do it all as a model though, you could probably get away with using brushes for the walls. btw, if thinking of using Blender, you may want to read this first.

    PS: notice I said "Models" I would be suggest that you make say 3 or 4 models that fit together to make the dome shutter and details around the outside and maybe inside.

    EDIT: L4 senior members attack!!!! :p
     
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    Last edited: Apr 10, 2010
  6. Tapp

    Tapp L10: Glamorous Member

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    I know it's not what you're looking for but if you do decide to model it, there's already an observatory and you can decompile/edit/study how they did it.
     
  7. lolcrit

    lolcrit L1: Registered

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    Are you talking about cp_observatory_b4? I've looked at that map and the observatory part was crudely made and wasn't as important to the gameplay as the one I had in mind.
     
  8. DaBeatzProject

    aa DaBeatzProject

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    There IS an observatory prop, it's in hydro. Take a look at it, and by the way I think that was the one Tapp was talking about.
     
  9. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Has anything like this been done before in observatory or lighthouse?
    If so you could learn from that and the maps creators.
     
  10. Micnax

    aa Micnax I maek map

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    It's not nearly as big, though.
     
  11. Mick-a-nator

    aa Mick-a-nator

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    That's what she said! :D

    just kiddin' :p but scaling it up is no problem
    /subtlehints
     
  12. Sel

    Sel Banned

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    Displacements, not a chance, this has to be a model.

    I've looked at that model, and it's nothing more than a sphere jammed on top of a pretty basic mesh.

    Almost the same as this guys picture, but without the opening, or the more complex parts on the sides.



    Anyway, to answer your question, go pick up a student (if applicable) or trial copy of 3ds max, because you're going to need that for this to be of any help.

    I assume this is the piece that would give you some trouble, after all the rest are just primitives.

    [​IMG]

    It's a lot easier than it looks really.

    First start out with a mesh that looks like this, probably without the extra edge loops.

    [​IMG]

    Next apply a bend modifier to bend it to the top of the observatory like in your original picture.

    [​IMG]

    Boom, finished.

    Ignore the turbosmooth mod, you won't be needing it unless you're doing this in sub-d like I did, it'll work out just the same (though a lot less smooth) in a low poly mesh.