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Every project has is own parameters i.e. distance from subject, timeframe, etc. which force us to make decisions about the level of needed detail of a particular image. This tutorial is designed to let you make the decision of just how detailed you want (or need) your roof to be, however my goal is to find that happy medium of acceptable detail for close-ups without having a roof with 1.5 million faces which believe me can happen very quickly with this type of roof.
Figure 01
In the Edit Spline>Spline sub-object level, I added a 1" outline to the shape so it looks like this. (See Fig. 02)
Figure 02
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Step 2. Extrude
-Add an Extrude modifier to extrude the shape to 18"
Step 3. Taper
-Apply a Taper modifier and enter the amount of -0.2. I checked the limit effect radio button and entered an upper Limit of 9" so only the rear of the tile would taper inwards without the front simultaneously tapering outwards which we don't want. Make sure the Taper Gizmo is centered and you may need to rotate the gizmo 180 degrees so you taper the back in, not the front out. -your shape should be looking like this: (See figure 03)
Figure 03
-If you were to check the poly count now we'd be at 228; that's with spline steps set to the default which is 6. Multiply those numbers by 2 or 3 thou and you can see how this could get out of control.. See image below for different step interpolations.
Now we need to ask ourselves just how close you're really going to ever get to this roof because we're going to start chopping this thing apart. If you have a Quad motherboard with 4 Pentium5 6.8Ghz processors and the Mack Daddy of all graphics cards, you could skip the next few steps but you probably don't so optimizing here will be well worth the effort.
Step 4. Optimize
Go back through the modifier stack to the arc and set the Steps to 3 in the Interpolation dropdown. 2 or 1 steps is even better if you can get away with it! 3 is the happy medium I believe. Clone your tile and hide it for future use or to revert back to if we screw up. Actually we're gonna need it soon enough, be sure you copy and don't instance!
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Figure 4
figure 5
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Figure 6
Figure 7
Step 7. Duplicate
You'll need to know roughly how big your roof needs to be in order to know just how much duplication you'll need to do. For instance in this tutorial we're going to build a four-sided peak roof to fit a 20'x20' building. (See Figure 8) (We'll save conical shaped roofs for another tutorial.)
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Figure 8
Our roof will have a peak height of 5 feet so we'll need to copy the 2nd tile which is 18" with a 1" overlap enough to cover the 11'2" (135") front roof plane. I think 6 copies will do the trick. We already have the first course which is 18" and the 2nd course which because of the 1" overlap is 17". 6 x 17 = 102 + 18(1st tile) + 17(2nd tile) = 137. Don't worry too much about this because sometime we'll want to roof to overhang a half a foot, etc. and we're going to chop off excess anyway so just make sure you copy enough to AT LEAST fill the space required. Our tiles are 11 inches wide but we'll have some overlapping laterally so figure the tile taking up about 9" of space width-wise. On a 20' roof we'll need approximately 24 vertical runs of tile accounting for the corner tiles and our existing vertical run. 9" tiles x 24 = 216" or 18' leaving approximately 7.5 inches to spare on either side to allow for the corner pieces that we'll get to later.
Vertical Copies
-On the Y axis, Shift-drag the second tile back to create another clone of the second tile. Make sure there is approx. a 1" overlap and enter 6 in the total copies spinner of the clone options dialog box. This will give you a total now of 8 tiles running vertically.
Horizontal Copies
Now select ALL 8 of those tile and Shift drag on the X axis about 9" to create a clone of the vertical run which leaves an overlap of about 2" and enter 24 in the total copies spinner of the clone options dialog box. This will give you a total now of 25 vertical runs running horizontally. -Hopefully your scene looks something like this:
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Figure 10
Figure 11
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Figure 12
Figure 13
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Figure 14
Figure 15
Rotate objects 90 degrees and enter 3 in the Total Number of copies in the Clone Dialog box to create the other 3 sides of your roof. So it looks like this. I deleted the extra vertices on the top of the corner tiles. Our roof has only 25336 faces. Of course with more complicated roofs the count will grow but it should still be manageable.
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Figure 16
Then assign this material to your roof tiles, add a UVW modifier and tile the material across your roof tiles so that the individual colored tiles of the bitmap match the size of the mesh roof tiles on your scene. Set up lights and render away!
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