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I'm stumped. Two hours now and I can't get it to work. How would you make this window? You are a godsend if you can help. (see the little red circle on the image)

I can create the outer part of it, but unlike a square window which I have no issues with (extruding in, deleting faces, etc), I can't figure this one out.

enter image description here

Thanks!

enter image description here

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  • $\begingroup$ A larger image would be helpful. $\endgroup$
    – user7952
    Dec 6, 2014 at 21:34
  • $\begingroup$ For future reference this is called a transom window. $\endgroup$
    – RomaH
    May 25, 2018 at 15:43

2 Answers 2

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There are many possible ways you could go about it, but perhaps this will give you some ideas.

Instead of thinking of the window as a solid chunk, think about the separate parts (sill, frame, bar things, glass, etc.) as, well, separate.

For example:

  1. Model the frame:

  2. Add the bar things as separate parts:

  3. Add the glass:

The result here is admittedly pretty terrible, but in my defense I was hurrying so that the the gifs wouldn't be too big.. If you spend a little more time adding details to each of the components, you can get something more like this:

enter image description here

By adding even more detail (e.g. screws) to the places were parts are attached, you might make it even more believable.

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  • $\begingroup$ Perfect -- exactly what I was looking for. Thanks! $\endgroup$ Dec 6, 2014 at 23:27
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If you look at your vertices, the lines are going perpendicularly to the spokes on the window. What you want is to add a circle (Shift+A > Mesh > Circle) enter image description here

Press Tab then E, then Alt+M > At Center. Delete half (edit mode B select half, Delete > Delete Vertices)

Scale as desired.

And add a wireframe modifier (Modifiers > Add Modifier > Wireframe). enter image description here

You should get something like this, which can then be edited to fit your specific needs. enter image description here

NOTICE: The initial subdivision of the circle will directly affect the resulting number of spokes!

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    $\begingroup$ This is a great answer, but it makes some unnecessary geometry for my purposes here. This answer really does give me a different perspective regarding the initial ordering of vertices in my starting primitives, plus this cool technique. Thanks! $\endgroup$ Dec 6, 2014 at 23:27

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