My Cathedral

So, initially I wasn’t going to do the cathedral. Unfortunately, I discovered that I needed a common frame of reference with the videos so I could practice the mapping in the latter half of the section. Thus I have backtracked to work on the Cathedral.

Lecture 170 - Creating Building Blocks
I’ve created a number of basic building blocks in what I think of as standard sizes for construction.


Lecture 172 - Repetitive Tasks
For this challenge I used my LOD-A windows to create Window Sashes


Lecture 174 - Data Blocs
At a hefty 512 objects so far, this cathedral is shaping up to be a beast


And at the end of the night I have my final basic shape. Next will be a door and some windows as well as deciding where to put the Stained Glass Windows. I also noticed some issues with the roof that will need to be attended to.

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I spent most of today rebuilding my Cathedral after finding a manikin to try out the scale with and seeing that it was nearly 3 times the size I had intended. However, in the process I did finish giving it some windows and doors as well as adding in the floor for the 6th Floor.

I also added a few cameras and some basic textures (Lecture 187… woops, I seem to be skipping around since I didn’t do any of the profile modeling yet.)

From the Exterior Cam…

From the Lobby Cam…

From the Altar Cam

Tomorrow I’ll start the unique pieces:

  • Beams
  • Main Door
  • Main Stained Glass Window (Placement shown in Exterior)
  • Choir Loft

and if I have time after that I’ll be working on the roof pieces.

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2 1/2 hours into the day and I’ve finished the path for the first of my windows


now it’s time to figure out how to turn my edges into a frame.

WOW, that took a lot more time than I would have though. All told, 7 1/2 hours start to finish

OK, final edit for the day…

Was a bit frazelled, as well as distracted by a leaky washer, so I didn’t get much done after the window. Yet, I still managed to add the Choir loft, the stairs to the East and West Mezzanines, and the wood beams that will be the primary support (once I add the columns and arches) for the mezzanines. Unfortunately there’s not enough light to really see the texture I decided on for the woodwork so I will have to figure out some lighting eventually as I don’t think using emission materials on the stained glass will work well enough on its own.


Oh yeah, let me introduce Pablo the Manikin who has graciously agreed to pose for today’s shots in order to provide a scale reference (he is just over 1.6m tall)

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Looks great, the window is amazing!

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Another day completed. Today sees the completion of the support beams for the mezzanines, the Choir loft, the front door, and the roof. In addition I finally got around to replacing the half walls on the Mezzanines with railings.

Leaving to visit the in-laws tomorrow so I won’t be posting for the next week but I hope to have all the stained glass windows done by then so that all I have to do is Link them into the scene when I get home.

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Hmm… I apparently lost a day at some point this week and thought yesterday was today… so I spent last evening and most of today working on the next stained glass window and it has been a whole new level of patience as I really want it to be done but I want it to be right.

So here she is as far as I’ve gotten her so far


Saint Philomena, Patron Saint of Impossible Tasks and Lost Causes.

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Wow, 8 days without progress…
Got back to work today and made just a bit of progress though

Another day done and another window almost done :frowning: This one has taken forever…

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FINALLY - Saint Philomina is ready to go into the window slots (after 5 days of work on this one window I’ve decided to just copy her into all the Tall Arched Windows after seeing that all that work only filled 1/4 of the space) I’ll definately be working on this over the months to come as it didn’t turn out quite like I had hoped.

And after taking a full day to create the window frame… you can’t even see it in the renders
:sob: :sob: :sob: :sob:

So it’s been a few days but, I’ve been busy plugging away at it

first, My LOD-B parts

the stairs were particularly iritating but they’re finished and installed, though there are a couple changes/fixes that need to be made.

And now, the current state of the Cathedral

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Well, after some time spent rearranging my Outline Structure, I finally added the upper floors and access to them…


Sadly, the stairs aren’t as invisible as I was hoping.

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As time marches on… these are the days of Blender

the Altar Cam

the Choir Cam

the Door Cam

the Exterior Cam

the Lobby Cam

and last but not least, the Pedro Cam

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So now that I’ve got all my Doors and Windows done (I will in fact admit to being satisfied that my model is now at the LOD-B level) I revisited L186 and here is the result of those comparisons

As you can see, at 20 samples the Light Portals made a significant difference however, at the 500 samples I’ve been using, they make very little difference (at least to my eyes). Another Obvious result is that the Windows are definitely not producing as much light as I had hoped they would.

Less obvious is that one of my materials still has an emmisive built in that I thought I had removed.

Finished up the LOD-A arches and added their support pillars today… Not real happy with the result as it makes the images seem crowded :anguished:

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LOD-B Arches Complete

the interior is getting pretty dark but, I’m really starting to feel like I’m stuck in the weeds on this so… it’s time to move forward.

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Nooooo, it’s time to lean back a moment. Regain your coolness and start to refine a bit.
It is so close to awesomeness, don’t stop :+1:

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So a quick run through for my progress

For re-doing Lecture 197 I replaced the old cinder block texture, which came with the course, with one of my own.

For this round I went ahead and set up the distance fade thing. I chose not to last time because I wanted to use a skybox texture but doing that caused the environmental lighting to turn everything blue

While the outcome of using the bump maps looks horrid (I’ll either make my own or just get rid of it later) I did come up with something.

And of course, when I was working on Lecture 198 I somehow managed to delete my terrain so I had to re-generate it.


this time round it has a more natural feel with rounded hills as opposed to the jagged edges from last time. To achieve it, I first subdivided the plane then applied the Displacement Modifier and placed a Subdivision Surface modifier on top.

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