How to make cross vaulted ceilings | Blender 4.3

Modeling

I add a cylinder and rotate it around the X-Axis by 90-degrees

In Edit Mode, I delete the bottom half of the vertices

I select the bottom vertices and extrude them down along the Z-Axis

I select the vertices in the front and use SHIFT S to move the cursor to the selected vertices – this will help when I use the mirror modifier

In Object Mode, I select the object, right-click and under Set Origin menu, I choose Origin to 3D Cursor

I use CTRL A to apply all the transforms

To make the Mirror Modifier easier to control, I add an Empty

I select the arch and add a mirror modifier – using the Y-Axis and the Mirror Object is the Empty

I select the Empty and rotate it around the Z-Axis by 45-degrees

Back on the Mirror Modifier, I will use the Bisect option for the Y-Axis – this will cut the mesh across the mirror plane

I apply the Mirror Modifier

In Edit Mode, I delete the extraneous vertices

I also select the top-most vertex and use SHIFT S to move the 3D cursor to the selected vertex

In Object Mode, I right-click on the arch and under Set Origin menu, I choose Origin to 3D Cursor

I can hide the Empty and add another Mirror Modifier along the X- and Y-Axis

I also right-click on the arch and choose Shade Auto Smooth

I apply both Modifiers

UV & Materials

I split the Viewport and open the UV Editor and the Shader Editor

In Edit Mode, I select the Edges that connect each section and the front Edges for each individual section

I right-click and choose Mark Seams

I select the entire object and use the U-key to open the UV Mapping menu

Under the Unwrap submenu, I choose Conformal

I make a new UV Map and name it – I will use a 2K map size

I will be using a material I downloaded from Ambient CG

I will also be using the Node Wrangler Add-on

In Material Mode, I make a new material

I select the Principled Shader and, using CTRL SHIFT T, I open the textures for the material I downloaded

I can fine tune the textures

For example, I can increase the Scale on the Mapping Node

I can also lower the strength of the Normal and Displacement

If I want to change the color, I can add a Color Ramp between the Albedo and the Principled Shader

I change the Interpolation to Constant and choose my color [#FFFFE0FF]

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.