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ARNOLD PALMER COURSE DESIGNER NOTES

CLUBHOUSE TUTORIAL part 1 of 2
I believe that a clubhouse plays an important role in
course realism specially for real life courses. I believe I would
not have generated much interest with Medinah had I not made its
clubhouse. In this tutorial, I will demonstrate the creation of the
Capitol Building in DC. Requirements
for this tutorial: The designer should be
knowledgeable with the following APCD functions as this revolves around
these functions. a. Vertex manipulation (add, move,
delete) b. Extrusion c.
Scaling d. Texture mapping (texture tutorial from
Links Corner) The
only limit to this subject is the designers imagination. What
we need: a. clubhouse pic b.
top view or perspective For the project below,
I decided to use the DC Capitol. 

These
screenshots give me the top view layout.

I plot in the outer shape of the layout on the course

Then the layout of the building.

I then inserted the first shape and assigned a different terrain to it.

Make sure you add these verts on your corner to make the edges
sharp. Keep the 2 verts near the corner as close to the center vert
as possible.
This is the result.

Fix
the edge of the building shape to make them straight as possible.
Extrude on the Z-axis. It doesn't matter how
high. We just need to take the highlighted part.

Delete the verts on the course below the object. I prefer this so In
case we screw up somewhere, the course wont be affected as we will work on
this object somewhere else. There will be less verts to see as well.
Like so. You can recreate the
deleted faces now or later on after the 3d object is done. For a
tutorial on this, check out Links
Corner.

The inside shape was left on the course so I just moved it to the location
of the object.

Extrude the base. Set the edge sharpness to -1

Insert the building shape and assign a different texture

Add the verts for the corners again.

I see that the left and right structures have a triangle shape roof.
I make a line with the edges on the outer rectangles so I can lift them up
later.

Time to extrude the building shape. I did three extrusions like this
of the same height. Assigning a different texture on the bottom after each
extrude. Now for the most exciting part. The dome.

At the center of the building, add vertices to form a circle. Change
the texture and set edge sharpness to -1. Extrude it on the z axis to
form the base of the dome.

Click extrude again but don't lift. This will just create a
floating extrude at the top. We now manipulate this using scale. On
the xy axis , scale it down so it is a bit smaller than the original
circle.

Assign a different texture to the extruded face again. While we
always assign a different texture each time we extrude, this is very
important later on when we will map the actual surface of the building. so
that is what we will do for the next pics. Extrude, map, extrude, map. Just make sure not to have the same textures for consecutive
extrusions.

Extrude on z axis, then click extrude to scale in on xy axis.

Extrude on Z again, then without clicking extrude, scale on xy axis again

Extrude on z again, Extrude, scale again.

See? We're looking good. We now add the verts on the circle.
We make 2 layers, first for the big dome and the second for the small
extrusion at the top.

Lift the vertices on the z-axis until you get a nice lift of the dome.

Deselect the outer layer, lift the rest of the vertices until the dome
resembles an evenly rounded look.

We now map a different texture on the small circle, edge sharpness set to
-1. This will be the base for the mini-tower on top of the dome.

Now we go back to extrude and scale again.

The object above was done on extrude scale only.

We now select the line for the 2 rectangle shapes so we can lift them
and make a triangle front view

Lift on z-axis

add verts again to sharpen them. In case some black shadows
appear, adding verts and rotating edges normally solves that

Using extrude again, we add 2 more towers.

The result.

Go
to 3d Clubhouse tutorial part 2
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