Modeling a Minaret in Swift3D in Flash - Flash Tutorials

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This tutorial will teach how to model a minaret, which is one of the most distinctive features of Islamic architecture and an important element in the structure of a mosque. Fans of of Prince of Persia shall instantly recognise its shape.

Example of End Result

This is a beginner tutorial, you will not be required to have extensive knowledge on how to use Swift3D to be able to follow this tutorial.

Quick UI highlight

Here is a screenshot of the user interface with the main parts of it highlighted for beginner users. If I mention a certain toolbar, you can look it up in this image if you do not know where it is.

UI

Modeling the dome of the Minaret

We are going to use the Lathe Editor to model our minaret, click on the Lathe Editor tab on the Main Toolbar.

Lathe Editor

The Lathe Editor is a tool in Swift3D that lets you draw symmetrical cylindrical shapes by drawing a simple path that is rotated around an axis to result in a 3D model that appears in the Scene Editor.

We are going to draw a path in the Lathe Editor to create the dome of our minaret. You will need to click on the Add Point Tool to start drawing.

Add Point Tool

The Lathe Editor will create the 3D dome when we supply a path that illustrates half the dome only. Draw a shape similar to the one below by making left-button clicks in the appropriate places.

Drawing the path

I am sure that you noticed that the line we drew is not smooth at all. We are going to fix that now. I recommend that you zoom in at this stage using the Magnifying Glass icon located on the Main Toolbar, select that tool and then click on the scene. We'll now go back to our job, select the Shape Tool and then select the second point from the top of our path.

Shape Tool
Select the 2nd point from the top

We will make this point part of a curve to make the path smoother, click on the Curve Point button in the Main Toolbar. This should make two more anchor points appear.

Curve Point

While the Shape Tool is still selected, click on one of the anchor points and drag it, you will notice that the path changes its shape. Try moving the anchor point around to get a smooth line that goes along the shape of the minaret. Do the same thing to the other points in our path.

Smoothening the path

Once you are satisfied with the smoothness of your path, you can click on the Scene Editor tab to view the 3D dome of your minaret.

3D Dome

Our dome is a little bit too big, we are going to scale it down. To do this, you will have to select the dome, and then click on the Scale Mode button located on the Main Toolbar.

Scale Tool

When scaling objects in Swift3D it is good to hold the object from its boundaries. As you move the cursor towards the center of the object the object's size decreases and as you move the cursor further from the center of the object the size increases. Scale the dome down to the half its original size.

Scaling Objects in Swift3D

We will now move the dome to the upper part of the Front Viewport. To do this, you will have to click on the dome, and then when the axis sign appears, hold Shift on your keyboard to lock-on a single axis and then use the y-axis to move it upwards.

1/2 the size

That should give us some space in the viewport to work on the shaft of our minaret. You should have the following in your viewports now.

Dome ready

Modeling the Shaft of the Minaret

We are going to use the Extrusion Editor to model the shaft of our minaret. Click on the Extrusion Editor tab to enter its mode. Once you do that, you shall be able to see a collection of extrusion tools, click on the Create N-Gon button to create a hexagon.

Create N-Gon

Extrusion Editor: This editor is used to create a 2D flat shape using a bezier pen that is then extended across the Z axis to make a 3D shape.

Click on the Scene Editor tab to go back and look at our viewports.

Hexagons on viewport

Our hexagon is too big for our minaret, we are going to scale it to down. Use the same technique explained above to scale it down using the Scale Mode. You might have to move it along the y-axis to make it visible in the front viewport.

You will notice in the front viewport that the base of the hexagon faces the front camera. We will have to rotate it so that the base of our hexagon faces the base of our dome. In order to do this, you will have to select the hexagon and then access the Rotation Trackball at the bottom left of the screen.

Rotation Trackball

We are going to lock the rotation to the vertical direction only, do this by clicking on the Lock Vertical icon, you can deselect later if you would like to rotate it again. Follow that by clicking on the Rotation Increment button and select 45°. You will now have to click and hold the Rotation Trackball and then move it upwards to rotate your hexagon vertically. You should get a result similar to the second image below.

Rotation Trackball

We will now alter the size of the shaft so that it appears as a thinner that holds the dome. We are not going to use the Scale Mode to do this, but instead use the Sizing options from the Properties Toolbar to make more precise alternations.

Fat Shaft Below Onion Dome Properties Toolbar

Select the shaft on the viewport and then selecting Sizing, you shall see sizing options appear below the Properties Toolbar. Set the the value 0.500 for the Width, Height and Depth.

Sizing

You might not get a result similar to the one that I got above, you will need to move the shaft upwards so that it touches the dome. The size of your dome might be bigger or smaller than what we want to get, you could use the Scale Mode to fix that.

Adding Details to the Minaret

It's time to add some details to the shaft of the minaret. Start off by copying the shaft by selecting it and then using the keyboard shortcuts Ctrl+C and then Ctrl+V to create a duplicate of it. While this new copy is selected, access the Properties Toolbar, select Sizing and then apply the configurations illustrated in the image below. You will also have to align the new hexagon so that it is close the dome.

Shaft Duplicate

This step was repeated to create another outer bump on our hexagon using an object of the same shape but greater width and height and a less depth. Two more of these were created to get the result you see below.

Final Model

Applying Materials to the Minaret

Adding materials in Swift3D is a very simply matter of drag and drop. Look for the Show Materials button on the bottom right section of the screen, click it and then access the Flat tab to reveal a collection of colors.

Applying Materials

To add a color to the dome, select the color you desire and then drag it onto the dome as illustrated in the image below.

Dome Color

You can repeat this method to color the shaft of the minaret, you will then have to color each of the hexagonal pieces one by one. This is the result I got after coloring the whole thing.

Colored Model

Exporting the Render of the Image

It is now time to render our Minaret, start off by accesing the Preview and Export Editor by clicking on its designated tab in the upper menu and configuring the options you desire on the left side of the screen.

Preview and Export

Example of End Result

This concludes our tutorial

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