Being an engineer...I like to make things perfect. However, I don't have the blueprints for this building, so there is a lot of guess work. That is probably the most difficult part for me...using my best judgement instead of using an exact measurement.
I put *WAY* more detail than I needed, because I want the model to capture subtle shadows in the crevices (between windows, the horizontal indention in the base, the horizontal bar across the window, window indention from frame). It took 47 faces to build, which isn't much. However, this window will be repeated on the building over 13,000 times! That will put me at around 600,000 faces! And I haven't even gotten to doing the ground level or the detail on the roof. I will quickly have to figure out how to work with a very polygon-heavy model!
After I finished the window, I tried to attach it to the shell of the building. I *thought* I would just turn on snap to vertex and then use the scale tool to stretch the window to fit inside one of the open window faces on the BOA shell.
Unfortunately, Maya doesn't work that way. Snap to vertex only snaps when *moving*, not scaling. I could not just move my window because I needed to move *and* shrink the window proportionally to fit in the face of the building. My Maya mentor Kyle Rives had a brain storming session on how to best make the window fit precisely in the face on the shell of the building. There were plenty of ways to do it, but I wanted to do it the "right way"...the most efficient way possible. Kyle came up with the idea to try using the animation menu's "Deform->Create Lattice". I never would have thought to look in the animation menu set for the solution to a modeling problem, but it worked really well. I just put a lattice around my window, turned on snap to vertex, and then moved each corner of the lattice to the face of the building. The lattice took care of scaling the entire window appropriately. I still have more work to do on it, but the lattice tool worked really well and is a big time saver.
I'm off to SIGGRAPH...so no more updates until I get back.