Making a Tower:

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This is a basic tutorial describing how to create a simple stone-block tower using the Masonry add-on for Blender. It only takes a few minutes to do this, really, so don't expect much. However, once you are comfortable with the operation you can create some very nice results.

It is assumed you know general Blender UI functions and have enabled the add-on.

Last updated: 11/08/2010

Blender Version: ** BETA ** 2.55.0 r32758 [Graphicall build]

Script Version: v0.5

Notes:
This script uses "rand(+-)" functions to affect the sizes of blocks (if you use variance properties) = "Your results will vary." You may need to "try again" to get your desired results (use any property to rebuild).

You have to do all the wall edits before modifying with Blender; you can't get back to the properties if you change mode (i.e. edit) or add another object.

There is only one wall object per "Add". Every time you change a property it replaces the current wall object; no undo.

No "Save/Load" properties (yet); all settings must be entered/modified manually.
posssible results...


Disclaimer: No Guarantees that Blender, UI, features, or screenshots are the same as this tutorial since they are still in development as of this writing.

Getting started:

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It is easy to create a "castle-like" tower using the Masonry add-on, it's easy to do a lot of things in Blender - Hopefully this will help you do them quicker.

This tutorial is based on the default Blender project, however it is pretty simple and should work fine with any custom setup you may be using. You may need to adjust camera, lights, and other environment settings to get a decent render result.

The options used here are different than what you would likely use for a structural wall. Towers are typically additions for outer or upper wall extentions though you may find the results useful as a "stand-alone" object.

Setup: - prep for adding wall object.

Set your view to "Front Ortho" - Num-1. Additionally use Num-5 to get Ortho view if your current view is "Perspective".

Use "a" to deselect all objects. At least for now, we're not using existing objects.

Set your 3D cursor to the origin/center point [shift-c to position at 0,0,0]. This object offsets at the cursor.

Add>>Mesh>>Masonry>>Wall - create the default wall.

Modify as needed:

The default wall is not suitable for a tower; some modifications are required. You may want to turn off "Construct" so you aren't dissappointed by intermediate results - each time you change a property the wall will regenerate.

In order to make the curved face "reasonable" you'll have to change the block sizing; also, make the "Opening" a door.

The values shown here - graphic or text - are for the example/tutorial, not defaults. However, the text is more likely current/correct.

UI Description UI Notes graphic text
  Making the block sizes smaller will "smooth" the face of the tower and make the cylinder more realistic.
  1. Width: 0.75
  2. Variance: 0.25
  3. Min: 0.50
  4. Heigth: 1.00
  5. Variance: 0.25
  6. Min: 0.25
  7. Depth: 2.00
  8. Variance: 0.00*
  9. Min: 0.10
Merge Blocks is fun too :)

*when setting variance to 0.00 the "Min" is ignored (fixed sizing).
  The default opening is an "arched window"; for a tower you want a door. At minimum you want to set the bottom to 0.00 :)

  1. Width: 5.00
  2. Heigth: 10.00
  3. Indent: 5.00
  4. Bottom: 0.00
Explain the Crenel settings...
Select Slots and Vertical, the rest are defaults... Explain the Grout settings...

Turn on construct to view wall if you had it off for previous steps.
And you may have something that looks like this:



Warp the Wall:

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You can no longer access the wall properties once you swtich modes, be sure you like what you have before proceeding.

Once you have completed configuring the wall properties switch to "Top View", NUM-7. (can use other views but they cause different effects than what we're going for here).
Use the mouse wheel, ctrl/shift, to position your best view.

Switch to edit mode, Tab key.

Position the 3D cursor for the radius of the tower.

LMB - on matrix to set cursor position, y-axis is best but you can "skew", offset, the center. The further away the larger the circumferance (radius) of the tower.



Shift-w to enable "warp"; move your mouse to complete circle. Once completed you can manually enter the angle.



It takes more than 360 to make the blocks mesh; check "overhang" based on width to get difference - 370 will do.



You could render now but if you're using the default project there are a couple more steps needed before you output the results.

The tower is too big for the default camera view. In edit mode, scale the wall, "s", 25%. You'll probably have to move the object back to the base matrix level; "g" and relocate as needed.

The lighting for the default project isn't quite right either (for this exercise). In object mode, select the "light" object. Relocate it between the tower and the camera; "g" and move mouse to position, LMB to accept.

F12 to render. Hope you like the results, even though it is simple and much more can be done with it.

Advanced options:

Add Beveling:

Square blocks minimize the number of vertex points and faces but look artifical; put a bevel on the blocks to improve the general appearance.

Properties>>Tools
Add Modfier - Select Bevel
Scale: 0.05 works just fine... :)

Add Texture:

Flat grey walls are boring, make it look like stone.

Properties>>Material
Add a new material.
Name it granite.
Properties>>Texture
Add a new texture.
Name it granite.
Set "Type" to Image.
Under Mapping tab, select Cube for projection.
Under Image tab, "Open" and select granite image.

I used the Blender (public domain) Texture CD image: texture_cd\texture\building\floor\graniteblock_cyc.jpg

Everyone's happy.

Non-Circular Tower shapes:

Do you want something besides a perfectly round tower? Here are a couple of options.

Select the object, and scale it. After accepting your changes, set the x and y axis values differently. This will "flatten" the circle.

Warping again can have some interesting effects. In edit mode, top ortho view, set the 3D cursor outide of the wall. Shift-W to enable warp. You can create an egg, tear-drop, or a tower that encloses on itself. Using this method with the cursor "inside the tower" [near center] will create a figure 8 "double-tower". Experiment.
Note: Warp works via mouse on current view. Once committed you can modify angle but only applies to top view. (Blender bug?)

Text steps:

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Quck and dirty step-by-step instructions for creating a tower.
  1. Add>>Mesh>>Masonry>>Wall.
  2. Turn off construct - no need to build on each change.
  3. Wall Size (area) defaults are fine :)
  4. No radial or curved (default).
  5. Set block sizes:
    1. Merge blocks - on, just for fun.
    2. Width 0.75
    3. Variance 0.25
    4. min 0.50 (default)
    5. Height 1.00
    6. Variance: 0.25
    7. Min: 0.25
    8. Depth: 2.00 (default)
    9. Variance: 0.00 (ignores min)
    10. Min: 0.10 (default)
  6. No Grout changes.
  7. Configure opening:
    1. Openings - on. (default)
    2. Width: 5.00
    3. Heigth: 10.00
    4. Indent: 5.00 (default)
    5. Bottom: 0.00
    6. Top Arch - on. (default)
  8. Add Slots:
    1. Slots - on.
    2. Vertical - on.
  9. Configure Trim:
    1. Crenels - on.
    2. Width: 0.25%
  10. Turn on Construct to view wall.
  11. Set view to Top Ortho [NUM-7].
  12. Switch to Edit MOde [Tab-Key].
  13. Position 3D cursor "above" wall on y-axis [LMB].
  14. Warp the wall, Shift-W.
  15. Move cursor (left/right) to create cylinder, LMB to accept.
  16. Scale the wall, "S", 25% is good for default project, LMB to accept.
  17. Position wall for camera.
  18. Render.
The following are notes on improving tutorial, not final or complete.

Add instructions on how to "set the 3D cursor position" to a specific coordinate. For warp it should be about 1/4 wall width.

Use smaller [lower res] example images.

Add instructions for a more "realistic tower". More refined properties, texture, lighting...