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davidbrinnen — Model test rendered in Bryce

#bryce #davidbrinnen #hdri #horo #ibl #modo #space
Published: 2015-01-10 18:51:43 +0000 UTC; Views: 593; Favourites: 4; Downloads: 7
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Description Been teaching myself Modo over the holidays with the help of Peter Stammbach's super tutorials www.youtube.com/user/stammpe2

Here's a little spaceship I made in Modo.  Rendered in Bryce using a HDRI made by Horo.

Turns out it's not so easy to "make up a spaceship" as I imagined it would be.  Took me a fair few hours to make this one.
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Comments: 14

kittenwylde [2015-01-11 04:20:01 +0000 UTC]

Gorgeous! And a really nice design on that spaceship.

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davidbrinnen In reply to kittenwylde [2015-01-14 16:59:26 +0000 UTC]

Thank you!

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Agent-0013 [2015-01-10 21:51:13 +0000 UTC]

Well I like it. You did a great modeling job! As for the ease of modeling one, I must agree with you. One I'm working on is well into the second month of modeling, and I still have a lot to do before I can release it. I plan to offer it as a surprise for a large group of like minded friends.

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davidbrinnen In reply to Agent-0013 [2015-01-10 22:01:51 +0000 UTC]

Thank you.  Yes well I've been concentrating on mostly mundane objects, floodlights, speakers, heater, radiators, plumbing conduit, railings... and so forth.  And thinking, I could "just" make a spaceship.  I'd be free to do whatever... and when it came to it - it was actually much more challenging than I thought.  Much much more.  Turns out, having worked for years with trunking, lights, bits of plumbing and so forth is a great help to making models of such things.  But presented with a blank sheet and "I want to make a spaceship" really had me scratching my head.  I look forwards to seeing what you come up with.  Do give me a heads-up when you do.

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Agent-0013 In reply to davidbrinnen [2015-01-11 07:19:54 +0000 UTC]

You got it! I will do so when it is ready. I need to learn how to convert it for Poser and DAZ Studio. I will be using the DAZ Studio Joint Editor to rig it and set movement and rotational limits, so being able to save the file as a figure (.cr2) will be crucial. That is where I have problems at the moment. It seems that the info I need to do this is scarce unless I pay for a DAZ 3D tutorial. My funds are too limited for that, and I know that there are folks I could learn from for free. On thing that has helped me in recent months is the new e-magazine called DS Creative. For DAZ Studio tutorials, I have found it quite valuable. The 7th issue has recently been released, and there is some useful info in it pertaining to making a prop out of a .obj. I'm studying it thoroughly!

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davidbrinnen In reply to Agent-0013 [2015-01-14 17:03:53 +0000 UTC]

I use this www.daz3d.com/prepper-pc to make the .cr2 for Poser.  I don't know how it goes from there though.  All this is a bit beyond my skill level really and have to rely on the good nature of a tame texture artist to do a lot of the DS stuff for me.

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Agent-0013 In reply to davidbrinnen [2015-01-14 20:51:32 +0000 UTC]

Thank you for the info, my friend! I will follow the link you have posted for me! Once again you come through for your fans, and I am certainly a fan!
Now wheres my Picket Sign? LOL

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Agent-0013 In reply to Agent-0013 [2015-01-14 21:06:06 +0000 UTC]

Well I looked at the product and it unfortunately for me at this time has a cost. That's how tight my budget is. Also it seems to require the use of Poser, which I do not have, nor can I afford to get it.

I have a friend at another sight who is a Poser Guru. He knows  practically everything about the program. If and when I can get Poser, I plan to be sitting at his feet so to speak in order to learn from him. He knows how to make .cr2 files without having to use anything other than Poser and Notepad++.

Oh well, for now I guess I will have to be content with what I have! Thank you again my friend for providing that info. Perhaps soon!

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davidbrinnen In reply to Agent-0013 [2015-01-14 22:02:39 +0000 UTC]

Aye yes, it is not free, the program was written by a programmer who also uses Poser.  Not being a programmer or in any way knowledgeable about Poser I am at a loss as to how it all works.  It is a chicken and egg situation, you need to be able to sell some of your models to fund the purchase of the software you need... to get to the point of being to sell some of your models...  I cut into this loop by becoming a beta tester for two of the bits of software I use.  If you have the time, it is worth doing, not only for the free software but also for the benefit of understanding it better.

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Agent-0013 In reply to davidbrinnen [2015-01-15 03:25:25 +0000 UTC]

It is true that I'm trying to get into the business. What I want to do is get to the point of selling some of my models. I think I will likely have to sell props first, and when I can get a program that will help me prepare rigged models to sell, eventually I will go to doing that. I'm not so great at modeling clothing, but I can make some fairly nice models of things like spacecraft and so on. I'm ready now to get to work on a piloted robotic vehicle of my own design. I just need to decide what form I want it to have.

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Agent-0013 In reply to Agent-0013 [2015-01-15 20:50:13 +0000 UTC]

I understand that. I'm not sure what is meant by 0,1 UV Space, though! I will ask Jack Tomalin about that. As for the 4K templates, I assume that means they should be 4000 x 4000 px in size? Wings has set sizes that cannot be changed, and all of them are 1:1 Aspect Ratio. The largest size for the templates generated is 4096 X 4096, so that part is covered. Not too hard to reduce that to the 4000 x 4000 px size. When I do a UV mapping project in Wings, I try to lay things out on the grid in a logical order with parts meant to have the same or similar textures in there own space together. It makes creating texture maps much easier. I also have gotten into the habit of assigning materials after the UV Map is laid out, to provide material zones in the models. That allows Shaders and Procedurals to be used for an alternate type of texturing. Like for instance, on a spacecraft I will create material zones that help with the decorative paint job I wish to give the model. Different shaders applied to each material zone define the pattern the way I have it laid out, and the material zones do not have to be the same as the template layout. It creates an extra option that can be used to great effect.

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davidbrinnen In reply to Agent-0013 [2015-01-15 10:40:02 +0000 UTC]

Yes it is a tricky, my recommendation would be to get in touch with whoever you plan to vend your content with and get some information about what their requirements are.  For example, for DAZ3D's PC club (run by Jack Tomalin) everything has to be UV mapped and ideally for the texture artist a full set of 4k templates provided.  Overlapping UV's are generally discouraged and all UV's have to be in the 0,1 UV space.  So using UV tile space is strictly not allowed because while the software can (it seems) sort it out it is not strictly a supported feature.  The practical upshot of which was that because I made all my stuff and then went to get it vended I ended up having to go back and re-do a lot of what I thought was done to comply with the rules - which added weeks to the project.  And that's just scratching the surface.  So that's what I'd say, find out what you need to comply with before you get too deep into the project because going backwards is both time consuming and soul destroying.

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kuzy62 [2015-01-10 19:44:48 +0000 UTC]

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davidbrinnen In reply to kuzy62 [2015-01-10 21:57:09 +0000 UTC]

Thank you!

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