Saturday, June 14, 2025

10 Mesh cut and Design Gol Gumbaz Main Structure


Session 10 Summary – Modeling Golgumbaz Main Structure + Blender Integration

🔹 Project Setup

  • Opened Golgumbas_part1 project from the Patreon zip file.

  • Loaded the Golgumbas map and prepared it for further editing.


🧱 Modeling the Main Structure in Unreal

  • Extended the Dome Cap:

    • Used Tri Select + Create PolyGroup in Mesh menu to group top dome faces.

    • Scaled up to elongate the dome’s top section.

  • Created Main Building Block:

    • Used two boxes (outer: 5100×5100×3100 cm, inner: 5000×5000×3000 cm).

    • Aligned both using XForm > Align.

    • Used Boolean (A - B) to hollow out inner space, forming walls.

  • Wall Panel Division:

    • Used Insert Edge Loops and Polygroup Edit > Vertex Movement to enlarge center panels.

    • Added Inset + Push Pull on all wall faces to emboss vertical indents.


🚪 Creating Doorways Using Mesh Cut

  • Modeled Arch Door Base:

    • Created a Capsule, cut top and sides using Plane Cut.

    • Refined shape using Deform > Lattice to make it sharper.

  • Used Mirror Tool to duplicate and complete the arched door symmetrically.

  • Placed Doors on All Four Walls:

    • Duplicated and rotated door blockings for each side.

    • Precisely positioned using top/front views.

  • Cut Doors into Main Wall:

    • Used Mesh Cut instead of Boolean:

      • Keeps the cut part as a separate mesh, unlike Boolean which removes it.

    • Renamed results as sm_door_1, sm_door_2, etc.


🔄 Exporting to Blender for Detailed Door Design

  • Exported sm_door_1 to FBX for editing in Blender.

  • In Blender 4.4:

    • Deleted default objects, imported door FBX.

    • Traced arch profile using Bezier Curves for the door frame.

    • Applied Bevel Profile Geometry to generate decorative arch.

    • Converted curve to mesh and modeled frame sections (top, bottom).

    • Created inset details and extruded faces for thickness.

    • Ensured symmetry, scaling, and applied transforms.

    • Exported final door components as FBX for Unreal.


Tools Explored in This Session

ToolPurpose
Tri Select + Create PolyGroupGrouping mesh areas for transformation
Boolean (A - B)Create hollow wall structures
Inset + Push PullCreate wall indentations and reliefs
Mesh CutCut geometry and keep separated cut piece
Plane CutSlice geometry to form custom shapes
Lattice DeformRefine curved or organic mesh deformation
MirrorSymmetrically duplicate half geometry
Blender Bezier & ExtrudeCreate ornate door design for import

📦 Next Session Preview

  • Import detailed Blender FBX door model into Unreal.

  • Integrate framed doors into the Golgumbaz main structure.

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