Session 9 Summary – Modeling Gol Gumbaz Dome in Unreal Engine
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New Project Setup:
Created a new Unreal project namedGolgombususing the Blank template. Lighting was added via Environment Light Mixer and organized under a folder namedatmosphere. -
Creating the Dome (Gumbaz):
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Outer dome: Sphere with 44m diameter (radius = 2200 cm).
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Inner dome: Sphere with 38m diameter (radius = 1900 cm) for hollowing.
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Used Boolean A - B operation to subtract the inner dome from the outer to form a hollow shell.
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Cutting the Dome Base:
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Used Plane Cut to slice the bottom of the dome flat and extruded it downward by 10 meters to form the base cylinder.
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Adding Windows:
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Windows sized 2m x 4m, positioned 1m above the base.
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Instead of manual cuts, used box + circular pattern tool to create 24 evenly spaced windows around the base, then applied Boolean difference.
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Creating Decorative Arch Pattern:
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Modeled using a capsule primitive, sliced with Plane Cut.
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Created border using Inset, then Push/Pull to extrude inner surface.
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Added loops and applied Warp > Bend (35°) for curvature, then arrayed using Circular Pattern Tool at a radius of 2200 cm.
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Top Crown Structure (Kalasha-like design):
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Created using Revolve from Spline (drawn in top view).
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Final object was rotated and placed on top of the dome.
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Final Touches:
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All actors were renamed and organized.
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Pivot points were adjusted to maintain symmetry and transformation consistency.
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Project saved with a fully modeled Gol Gumbaz dome ready
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