Geometry Ceramic Tilework Tutorial

9 Oct, 2013 Denis (3d modeling expert)

Step-by-step instruction for creating a tile tile geometry.

Hello to all the inhabitants of the resource, in particular to you Anna_b.

As promised, I spread the instructions for creating a model for the kitchen apron tiles in your reference.

In the course of the work, we will make two tile pieces of tiles: - a composite tile - a simple square. In the end, we will multiply them on the surface of the apron:

First we need to determine the size of the tiles. Looking at the size of the space and the number of tiles in the row, then by simple calculations it is immediately evident that the size of the tile is 100 mm on each side. The thickness of the tile can not be determined, so we will ask about the approximate size, I took 5 mm. The size of the seams, I chose 1 mm, because in reality the tiles are laid, inserting plastic crosses into the joint space. They also have their standard size, I chose the smallest.

Just wanted to make a refinement in size. On your apron specific dimensions are indicated, without taking into account the space between the tiles (the seams are not taken into account). If you make the model exactly according to your reference, then the size of the tile will not be standard, as it will be necessary to take into account the space for the seams. It turns out in our case it will be necessary to make a tile different from the standard size, which in principle should not be. As you could see on the sites of manufacturers or in stores where tiles are sold, that there are clear standard sizes. This must be taken into account in the simulation and make corrections in advance to the size of the apron. If we take our case in particular, tile 100 per 100 mm and seams, between it 1 mm each, then, for example, the upper dimension will not be 810 mm, but taking into account the seams 817 mm😉

Now go to the point.
Let's start modeling with tiles with inserts. First, we create a Box primitive, where we specify our dimensions, then convert the object to polygons, for further editing. Place the model in the center of coordinates by clicking the right mouse button (PCM) on the Select and Move icon and setting the zero coordinates (Fig. 1).

In the model editing mode, select the edges in the corners, using the Ring tool for convenience (Figure 2).

After the selection, it is necessary to remove the chamfers, using the Chamfer tool, to give the model the basic shape of the tile (Figure 3).

Now you need to make a few copies of the resulting model. To do this, you need to go to the Top Level from the Edit Edge mode, select the entire model and shift the model to the side with the Shift key pressed. In the context menu, set the number of copies (Figure 4).

Using the Align tool, you need to arrange the tiles as shown in Fig. 5. Selecting the models of the tiles, align them with respect to each other, pressing Alt + A and adjusting the position on the axes in the context menu.

Now it is necessary to make the seams between the tiles so that the grouting material can be seen, as on a real tile (Figure 6). To do this, enter numerical values ​​in the field of coordinates - the dimensions of the seams. By enabling the local displacement icon next to the coordinate input field, drive in our suture sizes for each of the axes. Pay attention to the sign in front of the number, for example, moving along the Y axis and entering 1 the tile will move up, if -1, respectively, down.

We will connect all copies of the tiles to one object with the Attach tool (Figure 7).

Now we need to place the anchor point in the center of our model (Figure 8), for this, in the hierarchy window select Affect Pivot Only, then Center to Object.

Let's go to the creation tab of primitives, and create the Box primitive and align it with the main model (Figure 9).

Rotate the central Box 45 degrees and adjust the dimensions (Figure 10).

Convert the central Box to editable polygons Editable Poly (Figure 11).

Similarly to the action in step 7, we attach the central Box to the main model and move the Pivot Point reference point back to the center of the model, similar to step 8 (Figure 12).

In order not to overload the scene and get rid of unnecessary polygons in the model editing mode, go to the subobjects editing polygons (Figure 13), selecting the back polygons, delete them with the Del key.

At this stage, we have a model of a fragment of tiles, from which we will later receive tile sections of tiles (end and center pieces).

At this stage I recommend making a copy of this model, in case of unforeseen circumstances😁, so as not to start the simulation anew.

Now let's get to the secret of the tiles. Go to the tab hierarchy, enable Affect Pivot Only and, similarly to step 6, move the anchor point to the middle of one of the tiles (Figure 14). A simple calculation is the number for the offset based on the size of the tile and the width of the seam. So having a seam of 1 mm and a tile with a side of 100 mm, we get the number 100 + 1/2 = 50.5 mm. We enter numbers in the coordinate field along the necessary axes and the reference point is exactly in the center of the tile.

We go into the mode of editing the model and apply two modifiers of symmetry, which we find in the list of Modifier List, we adjust the parameters of each of the modifiers to get the result as in Fig. 15.

We go into the subobject mode of the elements and select unnecessary tiles and then delete them (Figure 16).

The next step must be carried out very carefully.

In the subobject mode, the elements will select the smallest tiles. We turn on the Slice Plane tool, a plane appears, which we rotate with reference to the rotation angle (if necessary) and move, with the vertex binding so that the horizontal secant plane coincides with the top edge of the tile. We make an incision with the Slice tool. We will perform a similar operation with a vertical notch. On the Front view (Figure 17), you can see how the incisions look.

Switching to the polygon subobjects will remove the extra polygons. Then it is necessary to sew up areas where there are no polygons. Go to the Edge subobjects select the necessary edges and use the Bridge tool to sew up the space between them (Figure 18). Turn on binding by vertex and Shift + Move combination to extrude the missing edge, then selecting 2 edges make the bridge.

In the mode of the eigy subobjects, delete the unnecessary edge, previously selecting it, using for convenience the option of cross-selection (Fig. 19).

In the Edge subobject mode, select the horizontal edges of the right tile and apply the Connect tool to insert the vertical edge (Figure 20). Then in the polygon subobjects select and delete the unnecessary polygons on the right.

At this stage, we got the basic fragment of the tile area of ​​the tiles, on which we need to remove the chamfers.

Before performing the next step, I recommend that you make a copy of the model.

In the Edge subobject mode, select the edge edges of all tiles, on which we will take the chamfer (Figure 21).

Use the Chamfer tool to remove the chamfer and adjust the parameters to your taste, based on the desired result (Figure 22).

The detail of chamfers is determined from the following considerations: the range of the view in the scene, the number of copies of the tiles, and so on, you need to get the optimal result so as not to overload the model with polygons and the scene in the render.

Similar to the previous step, we take chamfers on the corner ribs (Fig. 23).

In the Edge subobjects, select the central edges and make Connect to get a horizontal line through the middle of the tiles (Figure 24).

In the polygon subobjects, select unnecessary polygons and delete them (Figure 25).

Let's move our anchor point down the model. In the hierarchy tab, click on Affect Pivot Only and use the Alt + A key combination to bring up the context menu where we will adjust the position of the reference point (Figure 26).

Now mirror our model using a symmetry modifier (Figure 27).

Convert received into editable polygons. Then in the Edge subobjects select the central ribs of the small tiles and delete them (Fig. 28).

At this stage, two clay slabs of composite tiles were obtained (Fig. 29). Now they will only have to be textured and multiplied along the surface of the future apron.

In the next post we will make a square fragment of the tile and multiply both types of tiles on the surface of the apron.

To be continued…

14 Oct, 2013 Denis (3d modeling expert)
14 Oct, 2013 # Re: Geometry Ceramic Tilework Tutorial

Create a square tile.

We continue to model the apron for the kitchen. The next step is the creation of a square tile. Its modeling is much simpler than the one we did in the first part, besides, there is no need to do the clay section, since it has full symmetry.

The dimensions of our square tiles coincide with our composite tiles (100 per 100, thickness - 5, seams - 1 mm).

Create a primitive Box, expose our dimensions, move it to the center of coordinates (Fig. 1).

We translate the model into editable polygons (PCM> Conver to> Editable Poly). Let's switch to the Edge subobject mode, select the ring of edges (Fig.2).

Remove the chamfer from the selected edges with the Chamfer tool (Fig. 3).

It is necessary to remember the chamfer detail, so as not to overload the model and the scene in the future, I mentioned this in the first part of the tutor.

In the polygon subobject mode, you need to select and delete the unnecessary back polygon of our tile (Fig. 4).

We make active the cross-selection, in the mode of the eigy subobjects with the Ctrl key pressed, select the edges in the corners of the model one by one (Fig. 5).

Remove the chamfer with the Chamfer tool (Fig. 6).

We obtained a square tile, cloning which can cover the area we need (Fig. 7).

Making an artifice.

Now let's proceed directly to cloning the models obtained earlier (square and composite tiles). Let's return to our reference and carefully study the arrangement of rows of tiles in order to think over for ourselves a further chain of actions. Mentally, tiles can be divided into 3 arrays, namely:

-The top array of tiles (12 rows of square tiles of 8 pieces in each row);

-the lower array of tiles (2 rows of square tiles of 42 pieces in a row) - this array is copied, since we have 2 such patches in our apron;

-massage with composite tiles (2 tiled end pieces - left and right respectively, and 41 copies of the middle tile piece of the composite tile).

Let's start creating the first array of square tiles. To do this, we select a model of a square tile and make a copy of it, and the original will be moved aside. Call the context menu of the Array tool (Fig. 1).

In the menu that opens, configure the cloning options. To begin, let's activate the preview option to monitor the manipulations in the viewport. Then put a tick in the checkbox 1D, as we create a one-dimensional array, adjust the number of copies. In the coordinate field, the displacement mode Move, we will enter the numerical value of the offset on the desired axis, in my case it is the X axis, for the active Front view. By a simple calculation, determine the amount of displacement: 100 + 1 = 101mm (tile side + seam). Clicking OK produces 1 row of 8 tiles (Fig. 2).

With the Attach tool, we will merge all copies into one object (Fig. 3).

Now the resulting row of 8 tiles must be copied 12 times to get 1 array of tiles. To do this, we will perform similar actions as in step 2, but already for a number of tiles (Fig. 4).

As in the 3rd step, we connect all the received copies to one object using the Attach tool (Fig. 5).

At this stage we got the first array of tiles. We will perform the same set of operations as for the 1st array to get the 2nd array (see reference) (Fig.6).

Let's proceed to create the 3rd array with a tileed composite tile. In the editing mode, go to the sub-objects polygons and select the end portion of the tile, then apply the Detach tool to separate the end part into a separate object (Fig. 7).

After separating the parts of the tile, select the central part and, similarly to step 2 with the Array tool, clone the central part 41 times (Fig. 8).

I draw your attention that the tiles in the row 42, but the copies of the central part should be exactly 41, as 1 copy is made by two end parts.

Our array is almost finished, it is necessary to mirror the right end part and align it with the whole row with tiles.

Select the left end part, go to the hierarchy settings, click Affect Pivot Only and press Alt + A to open the context menu of the Align tool offset where we adjust the position of the anchor point along the right edge of the end portion of the tile (Fig. 9).

Without removing the selection, go to Rotate rotation mode and enable the binding to the rotation angle. With the Shift key held down, we rotate the model 180 degrees, thus creating the missing copy of the right end part (Fig.10).

Without removing the selection from the right side, go to Move mode and move this part relative to the extreme right tile in the row to finish our array with the tile. Call the context menu by pressing Alt + A and adjust the position of the right end part (Fig.11).

So all the tiles are in place and the array 3 of the composite tile is obtained. It remains only to connect all the tiles in one object and solder all pairs of vertices in the junction of copies. Let's do it by following 2 steps.

Without removing the selection with the Attach tool, attach all copies to each other (Fig.12).

In the editing mode, go to the sub-objects of the vertexes, select all vertices by pressing Ctrl + A, then weld all the pair vertices formed as a result of cloning with the Weld tool (Fig. 13).

In the edit mode, we move to the eigy subobjects and with the active cross-selection, with the Ctrl key pressed, select all the edgies that were formed as a result of copying. After selection, delete them by pressing Ctrl + Backspace (Fig.14).

After receiving all 3 arrays with tiles, we will put together all our kitchen apron. Arrays dock and align with respect to each other, as well as take into account the seams between them.

We select each of the arrays and reset the position of the reference point to the center of the array (Fig. 15).

Pressing the selected second array, press Alt + A to adjust the offset first horizontally, then zero the settings with the Apply key and align it already vertically (Fig.16)

Similarly, in step 16, align the 3 arrays with respect to the 2nd. After alignment, make a copy of the 2nd array, since in the apron of such sections with tiles two (Fig. 17). We align the copy of the 2nd array with respect to the third:

The apron is almost ready, it remains to displace the arrays so that seams between them are obtained, the same as between the tiles.
Select all 3 arrays, then in the coordinate field, with the local displacement enabled, shift the selected Y axis by -1 mm down. After the offset, remove the selection from the upper array, move the two lower ones one more time by -1 mm along the same axis, remove the selection from one more array, leaving the selection only on the lowest array, move it 1 mm down (Fig. 18).

After the done displacements, we connect all the arrays of tiles to one object with the Attach tool (Fig.19).

After the merger, we got a model of an apron with two types of tiles (Fig. 20).

I hope my lesson will help you understand this question😉

15 Oct, 2013 gus_ann (3dsmax vray expert)
15 Oct, 2013 # Re: Geometry Ceramic Tilework Tutorial
Denis, a great lesson! Thank you. I wanted to clarify whether the continuation of the texturing tile?

14 Oct, 2013 Denis (3d modeling expert)
15 Oct, 2013 # Re: Geometry Ceramic Tilework Tutorial
Hello Anh. Thanks, I tried to convey the essence and make sure that it was as simple as possible and all users can implement it. I think that happened. Yes, I plan to make another sequel texturing apron, but in appropriate for this topic😁.

8 Feb, 2014 Aleksey
8 Feb, 2014 # Re: Geometry Ceramic Tilework Tutorial
And here's my very simple way: 1) Create a box under the tile substrate with 1 mm thickness of the tiles and the size of a single tile. 2) Draw a Plane over the top of boxing one Polycom -> Edit Poly -> Chamfer all four vertex size 8 coal tile. 3) Select the resulting Granite Granite -> Create Shape -> delete Plane 4) In the resulting spline -> Enable in viewport -> Rectangular -> exhibiting the desired length (half clearance height) and width (half width of the gap) -> put in Edit Poly. 5) Select the substrate -> Create Compound Object -> ProBoolean -> Pick our spline Substraction mode -> Edit Poly hang 6) Tools -> Array -> cheat as many tiles as necessary (the Reference type) -> select all and group. Chamfer is better to remove material in the mental ray is the Round Corners in the A & D material. The beauty lies in the fact that the shape of the spline can be changed, will change accordingly and the entire tile. Here, if the customer wants to change something, all over again have to fence.

7 Apr, 2014 Lik_mishka
7 Apr, 2014 # Re: Geometry Ceramic Tilework Tutorial
Or you can use the generator floras🙂 for simple square tiles)

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