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Help in extruding please

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hungary
I tried to extrude a profile along a curve but I get absolutely weird shapes that doesn't even show signs of being what I wanted it to be :D

1619449244536.png


Can somebody please help me?

I am actually trying to make Moorea Airport, but I can not go on because of this problem...

Thanks in advance,
Mark
 

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Not sure if this helps but i don't "extrude" along a curve. There is another slider called "depth" (or was it profile? Not sure... Atm not at the pc) on the curve settings. That i raise to give it the geometry needed.

The slider i mean is a bit below the extrude one. Youay have to open a section with the arrow.

Sorry, doing this out of memory, i hope you can see what I mean.
 
at around 6:40 - the spin tool could be what you search for. I bet this also works for cubes although i've not tested it
 
Screenshot (260).png



Is this what you want to achieve ?

If yes then use "Bevel Object"
Create a plane, delete three edges so only one is left - convert that to a curve and use this object for "bevel object"

In your case it would be the "path" - under geometry go to "bevel object" and select the plane you just created.
By then scaling the plane your path should also increase/decrease in size - so you can adjust it the way it's needed.
 
I would start with a default cube, change the dimensions to match your building footprint outline so it looks something like this:
B1.jpg

Then go to Edit mode and select the two wall edges as so:
B2.jpg

Then do a bevel on the edges with Ctrl + b; move your mouse but don't click anything yet:
B3.jpg

You want to keep moving the mouse until the wedges meet but you don't want them to overlap, so press 'c' once to clamp the bevel and move the wedges until they touch:
B4.jpg

Now that the wedges are touching, scroll your mousewheel to increase the curvature (don't overdo it - we will make it appear round with smoothing):
B5.jpg

Now that you have the round shape area, change to vertex mode and select the entire mesh. Now press 'm' to merge and 'by distance'. This will remove the duplicate points.
Tab to Object mode, right click on your object and select smooth. It is going to look wrong as the normals are all over the place. Go to the Object Data Properties tab and under Normals, check the Auto Smooth box:
B6.jpg

Your object should now look like this:
B7.jpg

Depending on what you want to do with your building you may want to remove the top and bottom. Go back into edit, face select mode, select the bottom and top faces and delete them:
B8.jpg

Not sure what you are after exactly, but with subtle scaling and moving things around it should look close to what you are after and you wouldn't need to touch any curves.

Good luck!
 
You might consider the approach @Warmbrak showed you - saves the messing around with curves.
But, just to show you how i (might) do this particular building:

In Object Mode go in "top Down View" (7 on your NumPad) and add a plane - Object mode is important so the plane gets created as a new object.
Screenshot (261).png


Then, go into Edit Mode, select these three edges and delete them so that only one edge remains.
Convert this Edge into a curve.

Screenshot (262).pngScreenshot (263).png


In Object Mode select your path, go to the geometry tab and under Bevel Object select the edge you created, should be named "Plane"

Screenshot (264).png
Screenshot (265).png


By then scaling the "Plane" your "Path" will also be scaled, do this until you're satisfied with the result - Then convert the path to a mesh, extrude it via "Z axis" and that's it.
Screenshot (266).png



I use this technique to create my Ground Polys (Thank you Bill Womack) - but it might be useful in other scenarios too.
 
thanks for the reply but I get this after following every step you told me... also I noticed that I don't have the depth and resolution options over the object under the bevel object tab...
1619535652483.png
 
Maybe there's a simpler way of doing this.
Draw your path on the inner side of the building, like so:

Inked1619449244536_LI.jpg

Then convert that path/curve to a mesh - extrude the resulting Edge upwards to your desired height.
Should then look something like this:

Screenshot (267).png


Turn on your Normals to make sure they're pointing outside, if not then hit "ALT+N ->recalculate outside"

Screenshot (268).png


And then extrude your faces to get your shape.
"ALT+E -> extrude faces along normals"

Screenshot (270).png



You can of course subdivide your curve before converting to a mesh to get a smoother curve, but i'll leave that up to you.
 
As @WTFlorian rightly pointed out, there are more than one way to achieve the same result. While there might be more complicated tools available in Blender, it is sometimes more convenient to stick with workflows you are comfortable with. The more control you have, the better. Using some tools may generate good results at first glance, but may require a lot of cleanup. Cleanup takes time and in many cases you end up with geometry you weren't after. Simpler meshes are also easier to unwrap and texture.

With regards to further subdivision of curves, use smoothing instead if your building is only going to be part of a scenery and not directly adjacent to a parking area. Simplify detail as much as possible for areas that have a low priority. Learn to be frugal with your vertex count and your users/customers will thank you for smooth performance down the line.
 
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