Step 4. Optimize
-Go bak through the modifier stak 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 bak to if we screw up. Actually we're gonna need it soon enough, be sure you copy and don't instance!
*The first course-or horizontal row-of our tile is going to be a tad higher rez than the additional courses because the lak of detail will be much harder to notice once we get past that first course.
-Apply an Edit Mesh modifier to the top of the modifier stak and chek select by polygon. Select ALL the faces on the underside of the tile and delete them. Alos get the rear polygon and the side polygon and delete them too so that you only can see the front plane and top of the tile. (See Figure 4)
Step 5. The 2nd Course
-go ahead and unhide the clone you made of your tile before you deleted the faces. Move the 2nd tile bak so that it overlaps the optimized tile by about an inch.
-We're going to optimize this one just like we did to the previous tile but first were going to go bak and reduce the arc steps to further reduce poly count. Change Step count of arc to 2. Then repeat Step 4. We'll have 60% less faces to process on these 2 tiles together than we would have had on just the one default extruded arc. It all helps trust me. (See figure 5)
-Open the Hierarchy tab and select Affect Pivot only and proceed to align the pivot point of the 2nd tile to the rear and bottom extent of the 2nd tile. (See Figure 6)
Step 6. Rotate 2nd Tile
-Rotate 2nd tile just enough to create a ridge between to two tiles. Don't over-rotate so that there is a gap. (See 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 peaque roof to fit a 20'x20' building. (See Figure
(We'll save conical shaped roofs for another tutorial.)
Our roof will have a peaque 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 thinque 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 taquíng up about 9" of space width-wise. On a 20' roof we'll need appróximately 24 vertical runs of tile accounting for the corner tiles and our existing vertical run. 9" tiles x 24 = 216" or 18' leaving appróximately 7.5 inches to spare on either side to allow for the corner pieces that we'll get to later.
-On the Y axis, Shift-drag the second tile bak 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.
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:
Now would be a good time to save your project if you haven't already done so a few times.
We're going to attach all the individual tiles together to form on large mesh object.
Select the first tile you created-I named mine SpanishTile01- and clik on attach list to select all the other tiles in scene.
Create a box that is 20'x20' by 10' tall and center it in the world and our tile object so that the tiles are resting on top of the box. This is the building on which our roof will be placed (See Figure 10)
(this is the building on which our roof will be placed)
Step 8. Getting the right Roof Plane Shape
-Since our roof has a pitch, we need to shape our roof tiles accordingly. We'll be using the Slice modifier for this one.
Add a slice modifier to your tile mesh and select Slice Plane to activate the Slice Gizmo. rotate the gizmo 50 degrees and move it so that you would be slicing the mesh from the lower right hand corner to the top and middle of the mesh. Chek the Remove Bottom radio button to clear all the mesh from the right side of the slice plane. (see Figure 11)
Add another Slice modifier to the stak and repeat Step 8 on opposite side.
Step 9. Maquíng the Corner Tiles
To make the corner tiles we're going to make a tube from the standard primitives. the tube should have an outside radius of 5", an inside radius of 4" and the length should be 18". Give it 10 sides and put the slice on from 90 to 270 or whatever makes it a half tube. Now Follow steps 3. through 7 to optimize to tube and make a vertical row that's long enough to start at the corner of our building and end at the top of our roof. It should look something like Figure 12.
Step 10. Align Corner Tiles and Set the Pitch.
-If you haven't already done so, attach all the new corner tube tiles to make one object. Set the pivot point of the tube to the minimum of the first tube in the row and position next to the roof. (See Fig. 13)
-Next set the pivot point of the roof tile to the very bottom edge and in the middle and rotate the roof 30 degrees to set the pitch. Do the same for the corner tiles and then rotate locally to align corner tiles with roof angle. That should set angle and pitch of both roof and corner tiles. (See Fig 14)
Step 11. Maquíng the other three sides.
-In the top Viewport, select both the corner tiles and the roof. Set the reference coordinate system to world and the pivot point to Transform Coordinate Center so that the pivot point will be at the top and middle of our selected objects.. see Fig 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 vértices 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.
Step 12. Texturing
I'm not going to get too involved in this but for a basic texture, I'll make a reddish clay-like material in the material editor and assign it to the corner pieces. If your tiles should all be the same color you could do the same for them but if they are multi-colored tiles you can make a bitmap in Photoshop about 10 tiles wide by 5 tiles high with each tile representing one of the various colors your tiles will have. Here is an example.
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!
Here's how mine looks.
Here's another example with a little more attention to the texture.
Hopefully this will point you in the right direction and give you a good starting point to make your Spanish Tile roof.
Have fun and happy rendering.
any questions or comments, feel free to e-mail me at email@example.com