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In this section we will add some details to the church_base object Mainly, we need to add some windows and a main entrance We will accomplish this by cutting holes into the church_ base object using a Boolean difference operation Booleans let you add two polygonal objects (a Boolean union), subtract one polygonal bject from another (a Boolean difference), and extract the areas of two intersecting objects (a Boolean intersection) Figure 3-14 shows the results of all three Boolean operations in Maya FIGURE 3-14 Results of the three Boolean operations
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We will begin by creating a window shape that will be used to subtract from the church_base object:
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Create a cylinder (Create | Polygon Primitives | Cylinder) Move it away from the church_base object so it is not obstructed and rotate it in X 90 degrees In the Channel Box, edit the polyCylinder input node s Subdivisions Axis to 30 Rename the object to window_subtract_source Change to the front view and press the F key to fit the cylinder to your view panel Choose the faces on the bottom half of the cylinder as shown here:
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Polygonal Modeling
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Press the DELETE key to delete the selected faces The result is a half cylinder that has a big hole in the bottom To fix this, select the object in object mode and choose Edit Polygons | Fill Hole This will create a face at the base of the cylinder Select this new face and extrude it down along its Local Translate Z about 3 units We can clean up the front and back faces of this object by selecting the vertices at the poles (the point where all of the edges run together near the center of the front and back faces of the cylinder) and FIGURE 3-15 The edges on the flat sides of the object choosing Edit Mesh | Delete Edge/ are removed by deleting the vertices that connect them Vertex Figure 3-15 shows the window_subtract_source object before and after removing the vertices at the pole Make a duplicate of the window_ subtract_source object and move the duplicate to the front face of the tower object You can do this manually or by using the Snap Objects Together tool (Modify | Snap Align Objects | Snap Objects Together Tool) Since Booleans require intersecting objects, push the object in so that it intersects with the tower of the church_base object Select the church_base object and then the window_ subtract_source1 object (the duplicate) and choose Mesh | Booleans | Difference The result should look like this: In order for this new edge to render properly, it needs a bevel However, the Bevel command is a bit touchy sometimes, especially after performing a Boolean The reason has to do with the fact that the face of the tower is now an n-gon, as it contains many edges Therefore we will create a bevel manually by deleting the inner faces and extruding the edge around the hole Working with non-quads on a planar surface is one instance where
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Select all of the faces around the inside of the window area and delete them You can leave the center face that will represent the actual window, or glass piece Select an edge around the hole Using the Convert Selection to Edge Loop command that we used earlier will not work because we are dealing with non-quad faces Instead, we ll use Select | Select Contiguous Edges Make sure that all of the edges around the boundary of the hole are selected If not, you may need to manually add them to your selection by holding down the SHIFT key and clicking the unselected edges
Choose Edit Mesh | Extrude When the manipulator appears, click the green arrow and pull the edge out just a bit and then push the extruded edge in toward the center of the tower to create a small bevel Extrude the edge again (G key) and immediately choose the Move tool Move the edge back in Z until it intersects the window The result should look like this image You can use the exact same process to add windows to the other sides of the tower and even to make the front entrance At this point, the church should resemble something like the one shown in Figure 3-16
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