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Mining Tunnels


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I have to recreate set of very organic tunnels in 3D... I have couple of ways in my mind that I can try but I wanted to check with the hive to see if anyone have any efficient, easy way of doing this. Attached some photos of the actual location to give an idea about what I am trying to recreate. Thanks. 

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1 hour ago, nesliars said:

I have to recreate set of very organic tunnels in 3D... I have couple of ways in my mind that I can try but I wanted to check with the hive to see if anyone have any efficient, easy way of doing this. Attached some photos of the actual location to give an idea about what I am trying to recreate. Thanks. 

IMG_0914.jpeg

IMG_0944.jpeg

IMG_0952.jpeg

IMG_0940.jpeg

Not thinking this is VWX's strong suite.Assuming you  have some liberty in your recreations, I'd be looking to textures to solve this problem in the short run.

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I know 😔 but I can't buy a whole other program (or even learn another program even if I am willing to spend the money) just for this... It doesn't have to be identical, obviously. It can be simplified, just don't want to extrude a half circle 🙃

 

Can you elaborate on "looking to textures"? I really appreciate. 

 

Thanks a lot. 

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Is this for a set? or is this a real world application?

 

The VW Digital Terrain Modeler does not support undercuts so trying to model tunnels through a terrain model won't work.

 

If this is for an entertainment production, your could make some extrude along path objects (or NURBS lofts converted to solids), and use them to subtract from a larger object. Or possibly even use Subdivision Modeling which might allow you to put more randomness into the height, width, and angles.

 

Then apply stone textures to the resulting interior surfaces to make it look like worked stone tunnel walls.

 

Basically, the approach I would take would be to make a "positive" of the shape of the tunnel and subtract it from a larger object.

 

HTH

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1 hour ago, nesliars said:

easy way of doing this.

 

I think the easiest would be just using overlapping, simple Solids

for "Walls" and "Ceiling" and add a Stone Material with a hefty Displacement

Texture in Bump channel ....

But that is hard to control for resulting Geometry Complexity and Render Times.

 

So I would go the safe way and model the tunnels as (overlapping?) Extrudes,

connect them together (?) by Add Solids and convert them to a Subdivision

Object. Add a useful amount of tessellation and randomly move points around

to bring some free for randomness.

If you apply a larger scale high res granite texture (to avoid obvious tiling) similar

like in your example images, I think it would work reasonably without too much

"real" geometry.

 

BTW

What I really like is the contrast of the tunnel surfaces vs the plane perfect floor.

(Although it might be mostly just created by the flooding water)

Looks similar a great renovation project with new, perfect insets, into an old building

or ruine.

I think this will help to make it look reasonably by a relatively low res Stone

randomness.

Edited by zoomer
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Thank you so much. I think what I had in my mind was pretty much what you all are suggesting; combination of things at least... I will include mine and say "great minds think alike" 🙂

 

Yes, it is a Set. Kinda recreating a real location on a Stage. As I said, it doesn't have to be %100 accurate, but also I want to give that organic look as much as possible in the drawing. 

 

Thanks all. 

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On 10/12/2022 at 4:05 PM, zoomer said:

 

How do you build it in reality (randomness) ?

 

Styropor and a Chain Saw + a paint artist ?

Magic 😃 Yes, pretty much how you said it. Teams of wonderful construction and scenics can create the natural randomness. You know, given time and money.

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1 hour ago, bcd said:

Seems like a great use case for SubDivisions,Convert to Generic Solids, Duplicate, Scale, Solid Subtraction, and then texture with displacement mapping.

(here without that fun last part!)

 

 

 

 

 

 

 

@bcd thanks for that. I have steered away from subdivision for fears it'd take too long to matter even halfway. Your result above is provoking me to give the tool a another go.

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