Constructing a 7th century timber church: part two

In my previous blog post I discussed the architecture behind the church design we were going with. This involved a stave palisade. I started by trying to create this kind of geometry. To create the basic shape I used a standard primitive box and set the dimensions. I increased the segments the boxes would need and this would allow me to add finer details later. I decided to build the geometry of each stave and place them along the wall as I felt this would give higher definition and fidelity than an effect created simply by textures. I created a single stave shape them converted the object to an editable poly so I could fine tune the geometry. I used chamfer to round the sharp corners of the box to give the block a more organic look. I then used the array tool to make some copies evenly spaced from each other.

woodclosenotex

I chose to make the staves copies of each other rather than references as I wanted each to have it’s own unique geometry so the effect did not look like the staves were copy and pasted. To create the deformed surface of the wood I used the paint deformation tool with very low levels of strength and push and pull. I found this better than using a noise or another similar modifier as it gave me more control and I could make sure each plank looked different from each other. I pushed and pulled the geometry as I saw fit to create the desirable effect. When pushing and pulling the corners I made sure not to push or pull to the extent that I would cause edges to intersect as that might cause issues later.

woodplanknotex
Rendered without textures
Textured example
Textured example

Leave a Reply

Your email address will not be published. Required fields are marked *