User Guide - WolfclawProductions/DOMUS GitHub Wiki
Installing and using Blender
This user guide assumes some very basic knowledge of Blender, mostly how to use the selection and transform tools for moving around the blocks. I recommend using Blender Launcher, a standalone launcher and version manager for Blender builds.
Should you need it, the Blender Foundation provides a Blender Fundamentals course . I recommend watching the first four videos in the playlist. DOMUS is intended to function as a sort of "digital lego", with users only needing to fit pieces into place. It will also be useful to familiarize yourself with the transform and scale tools in the tools bar, as precise numerical scaling and transforming is often the best approach for constructing buildings.
The most important shortcuts you will need to know are:
Basic Building Blocks
The default wall sections (the blocks with no windows) provided in DOMUS are scaled to 9x1.84x10 feet. This number was loosely determined through observation from visits to Pompeii and Ostia Antica. The rest of the shapes vary in dimensions, but most of the blocks maintain an X width of 9 feet. This is what will most often be changed, as you can use a single block to represent a larger piece of wall.
When moving the blocks, you can use the Snapping settings to align the blocks together. Testing has shown that these settings work best (if you don't know what any of this means, just copy the image). Transform Orientation: Global, Transform Pivot Point: Bounding Box, Snap: On (Blue), Snap to: Closest Edge OR Increment (try both and see which one you prefer).
You can use the floorplan of a house to recreate it. Sites such as Ostia Antica occasionally provide the street and floorplans of their sites in an easily accessible form, and for sites like Pompeii many floor plans can be found on Wikipedia Image Commons. You can also just manually observe architectural features using Google Street view. To import an "empty" image, you can user Shift + A, Image, Reference, and select an image file from your computer.
If you need heights and references, you can import 3D models from Google maps using this process: VisArch Supplement_Google Earth to Blender. You can also just manually observe architectural features using Google Street view.
There is an expanding selection of architectural features and Roman designs, with continuous research and modeling being done to expand the pack.
Array Blocks and Roof Tiles
Imbrex and Tegula rooftops were created based on a simple system of interlocking pieces, which can be assembled in a variety of ways. The basic line of Four Imbrex, Four Tegular has had an array modifier applied, allowing for it to be extended by any amount of rows. The values of the array modifier can be tweaked to change the offset of tile rows (see render below). I have also provided angled sections, set to be updated with less clipping at a later time. Individual tiles have also been provided for experiments and gap filling.
The array modifier can be tricky to align and getting rooves properly aligned will likely be the biggest challenge for new blender users using this pack. Also provided is a block with an array modifier. The default block is exactly one foot high, therefore each time the array count is increased (on the default settings provided), the wall gets higher by a foot each time. Also included are UV offset settings, making sure that the textures do not "tile".
Columns
Finally, the system currently comes with a Doric/Tuscan style (just remove the base for a Tuscan style), an Ionic/Scrolled style, and my best attempt to sculpt a Corinthian style. There are three body types: Column flat, Column fluted, and square carved. Each column body can be used with either cap. The bodies have an array modifier should extra sections be needed. Just move the cap section up with the increased length. Note: Once you have placed a column is is recommended that you apply all modifiers and join the column into a single object. More column styles to come.
Textures
Each block has a series of up to three texture nodes. The "outside" blocks have nodes for controlling the color of the exterior trim (red by default), the color of the plastered wall, and the color of the brick or wooden trims. You can change the texture each node by selecting the dropdown menu (circled in red). To see what each texture looks like, an array of spheres has been provided with each of the current textures (see above image). These spheres are also named after the texture to assist with your selection. Each piece has been individually UV-unwrapped, although you can make modifications by manually UV Unwrapping the pieces (no recommended for inexperienced Blender users.
For those looking to set up their own textures, I recommend Ambient CG and Poly Haven to source your textures, or you can set up textures using a map like this. All of the textures within the pack were sourced from the aforementioned sources, and are covered under a CC0 License. Custom texturing is not currently within the skillset of the modeling team.