Phil Baines talks us through the process of building the incredible structure that is Belah Viaduct:
The Building of
Belah Viaduct - Part 2
Having built
the handrail, the next section to be constructed was the deck. The reason for
doing the deck next was to do with the shadow baking. As the upper portion of
the supports would be under the deck, it was necessary to have it in place to
cast shadows on to the supports.
As with any
major construction it can be daunting looking at the project as a whole, so the
best way forward is to break it down into manageable chunks. With 16 spans,
each span becomes an obvious chunk and that is how I built the deck, in 61ft
sections. The model would also be used for the Deepdale Viaduct. Deepdale is
curved so I decided I would need to build it as a Lofted item, therefore, it
made even more sense to construct the model in single span sections.
The start
was simple, an 18.9m(61ft) long by 7.4m(24ft) wide deck which was set with its
upwards facing poly at zero in the modelling
software. The deck was set as ground level so that when the Deepdale
model was attached to the track, using the Offset tool, it would be at the
right height.
With the
deck in place, all that was necessary was to replicate the various supports and
braces underneath. I would make one brace or support at a time, unwrap it, then
duplicate it as required. I make a basic assumption that the light will fall on
identical parts in an identical way, so unwrapping then copying saves a lot of unnecessary duplication of effort.
Although it
was decided to make this a high poly model it is still not necessary to model
every detail of the bridge, so a certain amount of artistic licence is involved
in choosing the elements to re-produce. The initial view of the deck span
looked like above and the observant among you will note the missing elements.
As can be
seen in the above photo, the rails crossing the viaduct ran on top of wooden
baulks of timber, so the final version of the deck span had these added, then
the model was textured and shadow baked with the following result. I also
modelled in a check rail while I was on with it.
Next I made
a start on the supports. There are 15 supports and each support is constructed
of 5m high sections, ranging from 2
sections in the shortest to 11 sections in the tallest.
The
construction starts with a single central column which is displaced 2.25m along
the Y axis, and then unwrapped. The column is then copied and the copy moved
and inclined to represent the side column, which is repeated for the other
side. The UVW maps are then selected and moved to a clear area of the texture
sheet, so, when shadow baked they display
the different shadows cast by their
different orientation.
The three
columns were then grouped together and the group copied and rotated 180deg
around the 0,0 point. This orients the same polys to the inside of the section
so I can use the same UVW map.
Using
identical techniques I then built up all the elements of the section, adding
the various beams and braces until I had a complete section ready for duplication.
You will
notice the strange extensions to the cross beams, which were added to help me
during the duplication process.
The
duplication process was done in three different ways. Firstly the central
features were simply copied and lowered by 5m. Secondly, the side elements were
copied, lowered 5m then displaced
sideways by 0.45m so their tops lined up with the bottoms of the layer above.
Thirdly, the cross braces were lowered then scaled to fit the wider cross
section. This stretches the texture slightly, but on such minor items I
considered it an acceptable compromise. I didn't think this would be acceptable
for the cross beams, as they were much larger and texture stretching would be
obvious, therefore, I made them long enough for the widest cross section, but
with pieces I could chop off to fit at each level.
I then have a structure like this:
As mentioned
earlier, the top section is in the shadow of the deck span, so I now select all
the elements of the topmost support section and move them on the UV map, then
shadow bake both sections.
All that
remains is to duplicate the lower section 9 more times and I have replicated
the tallest support. This is, in turn, duplicated 14 times to generate all the
supports. It is then a simple process of chopping off unwanted sections to
create supports of the right height, whilst trimming the cross beams to the
right length at the same time and we are nearly
there.
One further
tweak is required. In this picture from the ©Turner collection it is possible
to see the lower half of each bottom section was painted black.
Whilst this
was not a consistent feature over the life of the viaduct, it was decided to
add it to the model.
This was
achieved by, once more, playing with the UV map. Having selected all the bottom
section elements of the model, they were unwrapped and then their UV maps moved
to a clear area of the texture where the black paint could be added.
The main
elements off the Viaduct were now finished and in my next blog I'll detail the
final bits and pieces to get the viaduct in game.