building floor type? (Currently trying Polygon Shape)

Don’t know exactly what to title this.

I’m building a world and in my building I am currently using Polygon Shape for the floors / ceilings.
While it seems great for mapping to areas and bring able to adjust the shape as needed provided you don’t edit it, I seem to be finding a limitation.

I want to easily subdivide it for different rooms but cant seem to find how to make clean straight face devides like you can with the standard cube using the edge tool.

Also I wanted to cut a square hole in the polyshape center for stairs but it wanted to created the same shape as the building with a line to every corner, with the same number of vertices and couldn’t to just have a straight 4 square cut.

I tried Edge tool on the polyshape as I was hoping to subdivide it to the different rooms to make managing things easier to split it up but didn’t do the all round straight line I was hoping for.

It seems polyshape can do easy layout design but the cube is better at subdividing.

I am wondering whats the best way to do flooring and ceilings for buildings that you can easily subdivide with clean lines etc?

I managed to work out how to nicely subdivide the polyshape by a combination of merging faces back together and moving the verities.

But I have the problem where if I try to subdivide after doing it once to get more options for alignments the object turns black and the new subdivide lines don’t show.

I can however triangulate faces just fine just not do a second sub divide.

I am including a test scene on 2018.4.12f1

Which I have created a subdivide and face merge to cut a piece into 3.
If you face subdivide one of the subdivided squares everything will turn black which appears to be a bug as triangulate face works.

5167013–512684–Test.zip (9.38 KB)

I worked it out.

What happened was subdividing I must have done object instead of faces or something.

I needed to fix all the edges up and move a few and merge vertices together now I can easily subdivide the faces and rearrange the vertices to the correct positions I want without affecting the object.

Exactly what I wanted to do.

If anyone wants a updated test file with the improvements let me know.

Basically.

Only subdivide faces
Merge faces
Arrange vertices to be more square and across the object in straight lines than just use a center point wheel.
Subdivide merged areas to get more vertices from the center.
Repeat merging and arranging till you get the right shapes.

It would be easier if we could just click points on the edge add vertices then click those and subdivide on a straight line between them regardless of shape rather than this longer way where you need to subdivide, merge faces and arrange vertices and repeat constantly.

Image of In progress showing what I mean about subdivide.
The clean square areas are ones from the process above the triangles are all areas I need to finish via the above process which is a long way to do something with the subdivide system that could be implemented better.

Hey, sorry for the late reply- did you try using the Connect Edges, or Connect Verts tool?

I managed to complete the floor was a lot of work only issue seems to be a small UV map error on stairs going down which I cant exactly work out the cause as nothing seems to be overlapping or in its way but may be missing something.

I have been using those tools a lot since, I guess if I had more outside points connecting them may have helped which I now know so I’ll do that in the future.

I’m pretty much diving in and learning as I go so but I am picking things up.

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