Comments (10)
I lifted the walls and Room 30 for about a 1 meter. But I didn't touch Room 29.
from virtualchers.
I realize, looking that this, that it makes sense to raise the wall between room 29 and the courtyard to the level of the wall between the courtyard and complex 2 -- I think it would have made more sense for the builders to build the roof of 29 up against a higher wall than to leave the relatively fragile mud-mortared wall open at the end. If we raise that wall as high as the upper side of the roof of 29, we may need to raise the wall of complex 2 the same amount.
Once that's done, I think this looks good. How hard will it be to raise or lower these solids when everything is textured? There are some very interesting effects on visibility, and it might be a good way to try a few different hypotheses.
from virtualchers.
You are right. It makes more sense now. I've made a change as you've suggested. But I need you to have a look if it's ok for you.
from virtualchers.
That's not exactly what I meant -- rather than raising the roof of 29, which I think makes it too high, I meant just raising the courtyard wall, but keeping the roof in the same place, butted up against it as in the picture below:
from virtualchers.
Also, room 30 looks too high now, especially from the back. Can we change the pitch of the room to about 10% and lower the rear side? We can even butt the roof up against the courtyard wall, as I suggest with 29. There's no evidence of a second floor, and there's no reason that they would have built that room up so high if they weren't going to have a second floor.
from virtualchers.
I made a changes for the room 29 as you have suggested. And I did lower down room 30 and I made a pitch to about 10 percent lower. But I need if you have a look especially about room 30.
from virtualchers.
And I made a far part of courtyard walls at the same level as others
from virtualchers.
Room 29 and the courtyard walls look great. I think that room 30 still needs to be lowered by about a meter. The roof can abut the courtyard wall just like the roof of room 29. It just doesn't make sense that it would be this tall without a second floor. It may help to raise the height of the doorways by about 30cm as well.
from virtualchers.
I did the change to the room 30 as you have suggested.
from virtualchers.
This looks good. I think it makes a lot more sense in terms of height. The upper corner of the roof next to the courtyard is still a little weird, but I think we can stop tweaking.
from virtualchers.
Related Issues (20)
- Trim tile roof over room 29 (or raise courtyard wall a little) HOT 1
- Add cover (half-round) tiles to ridgelines of pitched roofs HOT 1
- Make roof of room 33 watertight HOT 2
- Should the avatar be a little taller? HOT 3
- WebGL version memory problem HOT 1
- Typo in the model name on the web page
- Roof of room over room 38 has double set of beams/rafters HOT 3
- Finish area NW of courtyard 31 HOT 2
- Door between rooms 32 and 36 should have an arched lintel HOT 1
- Phase 2: division wall between rooms 28 and 32 HOT 1
- Phase 2: narrowing of internal door to room 33 HOT 2
- Phase 2: blocking of exterior door to room 33 HOT 2
- Phase 2: interior changes to room 33 HOT 9
- Phase 2: blocking of door between rooms 31 and 38 (outside facade) HOT 1
- Phase 2: internal modifications to room 38 HOT 2
- Phase 2: division wall and stairs between rooms 25 and 31 HOT 2
- Phase 2: room 31a HOT 2
- Toilet cabinet in room over room 38 HOT 1
- Phase 1: reeds under all the roof-tiles HOT 1
- Textures for some phase II floors and features
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from virtualchers.