RealaxFourX 10 Report post Posted September 18, 2016 (edited) Hello. I can't find any tutorials with the thing I need to do here. So I want to ask Is there a way to make a proper arch while it's on different height? I made an arch, lined it up with the grid, extended and I have used vertex tool to move the end of it a bit higher. I ended up with a nice looking arch, but having distortions. Any better way to do it in hammer? Edited September 18, 2016 by RealaxFourX Quote Share this post Link to post Share on other sites
spa 385 Report post Posted September 18, 2016 I guess you could make it longer and then rotate the whole thing to fit the angle and then carve the ends? Quote Share this post Link to post Share on other sites
UNREA1 150 Report post Posted September 18, 2016 (edited) Do not rotate or carve! Assuming this is our front view, what you wanna do is either make every line horizontal, and then move one of the ends up or down using the vertex manipulation tool, like so. Now if you were to do this on an angle from the top view, you'd probably have to use an instance, but I don't think its the case. Edited September 18, 2016 by UNREA1 5 Terri, RealaxFourX, Furiosa and 2 others reacted to this Quote Share this post Link to post Share on other sites
spa 385 Report post Posted September 18, 2016 I just tested my carving method and it seems to work fine (any good reason not to do this?). I think either technique can depend on how you prefer your topology with regards to uv mapping. Quote Share this post Link to post Share on other sites
text_fish 1,027 Report post Posted September 18, 2016 Carving doesn't keep verts on the grid, resulting in messy brushwork at best, leaks and poor optimization at worst. There's never any excuse for carving. 2 El_Exodus and Logic reacted to this Quote Share this post Link to post Share on other sites
UNREA1 150 Report post Posted September 18, 2016 Just now, text_fish said: Carving doesn't keep verts on the grid, resulting in messy brushwork at best, leaks and poor optimization at worst. There's never any excuse for carving. ^This. You wanna avoid using carving at all cost. Plus the method I presented results in a much cleaner view which can help if your map becomes very crowded to work in hammer. 1 Terri reacted to this Quote Share this post Link to post Share on other sites
spa 385 Report post Posted September 18, 2016 (edited) 36 minutes ago, text_fish said: Carving doesn't keep verts on the grid, resulting in messy brushwork at best, leaks and poor optimization at worst. There's never any excuse for carving. Fair point, but i think it can be worth it for the uv topology (lets say you want a ring of stones following the opening of the arcway) I guess he can add a "straight" arc on each end to achieve this Edited September 18, 2016 by spa clarification Quote Share this post Link to post Share on other sites
RealaxFourX 10 Report post Posted September 18, 2016 On 9/18/2016 at 4:50 PM, UNREA1 said: Do not rotate or carve! Assuming this is our front view, what you wanna do is either make every line horizontal, and then move one of the ends up or down using the vertex manipulation tool, like so. Now if you were to do this on an angle from the top view, you'd probably have to use an instance, but I don't think its the case. Thanks for your helpful tip. Now everything works like a charm. 3 spa, UNREA1 and El_Exodus reacted to this Quote Share this post Link to post Share on other sites
sevin 47 Report post Posted September 19, 2016 This is a good way to make arches. Then you'd just slide the end vertices up to the desired height. Quote Share this post Link to post Share on other sites