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A call for help to all the experienced environment modellers out there.
I am trying to model up some Chinese/Japanese type roofing and finding it considerably more challenging than I had originally imagined it to be. The kinds of shapes I am trying to create are basically a bunch of interconnecting/cascading curves that join up forming 'scoops' that finish up in upwards pointing corners. Ok so that's not a great description, but I am pretty sure you all know what I am talking about.
I can model basic inorganic stuff pretty reasonably but this is really bugging me. I am not sure quite how to approach it. I've tried a few different approaches but they all end up with me subdividing up surfaces like crazy and pushing around tons of individual verts. It gets very messy and the results are not really suitable for a game asset nor do they look particularly good.
Anyways, I would appreciate some opinions on the best technique to approach modelling such a shape/object. I am pretty sure there has to be a better approach than the ones I have been trying. I use Maya to model in case that helps.
Some piccies for reference below.
[Blocked Image: http://www1.istockphoto.com/file_thumbview_approve/240860/2/istockphoto_240860_detail_of_chinese_roof.jpg]
[Blocked Image: http://albums.mouseplanet.com/WDWEpcotChinaProcessed/60_Lotus_Blossom_cafe_roof_details_051212_bennett.jpg]
[Blocked Image: http://images.travelpod.com/users/meercatvinny/round_the_world.1117357920.roof.jpg]