Wed, Nov 20, 4:42 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 20 4:32 am)



Subject: Another alternative for the Gothic Prison


_dodger ( ) posted Thu, 09 January 2003 at 12:39 AM · edited Wed, 20 November 2024 at 4:42 AM

Attached Link: Dodger's Poser Stuff

file_40472.jpg

And another Star Wars prop from me, all rolled into one. Again, I'm hoping making these will cut down on the amount of Gothic Prisons everywhere. I like the gothic prison, but I'm getting an overdose of it. I present the Imperial Window, based on the Emperor's Throne Room set from *Return of the Jedi*.


_dodger ( ) posted Thu, 09 January 2003 at 12:40 AM

file_40473.jpg

Another angle


mizombie ( ) posted Thu, 09 January 2003 at 12:43 AM

Dude where do you pull this stuff out of ???? that is too sweet Thanks a million


_dodger ( ) posted Thu, 09 January 2003 at 12:44 AM

file_40474.jpg

And another. As a note, to get the cast shadow to come out crisp, as it's a large prop, I had to set the map size of the light behind the window to 2048. That involves upping the limit, too. (I don't know why they set a hard limit on that.) This is all non-postworked.


_dodger ( ) posted Thu, 09 January 2003 at 12:47 AM

file_40475.jpg

Here's the view from outside. This prop includes the floor, which rises up slightly aboce the bottom of the window, but the window goes all the way down so you can trans it out if you prefer. It also includes a starfield background image (sized at the default Poser window size)


_dodger ( ) posted Thu, 09 January 2003 at 12:49 AM

mizombie, I just like modelling, so I am getting really good and fast at it as a result. B^) No worries!


mizombie ( ) posted Thu, 09 January 2003 at 12:56 AM

send some tips this way !!!


_dodger ( ) posted Thu, 09 January 2003 at 1:42 AM

Umm, I'm not sure I could really explain anything... I could show you, but explaining in text is another story altogether. I can explain Photoshop stuff, but Max is another story altogether.


FlyByNight ( ) posted Thu, 09 January 2003 at 3:00 AM

WOW!

FlyByNight


MachineClaw ( ) posted Thu, 09 January 2003 at 3:08 AM

Good golly! something to go with all the Daz Sci-Fi suits! Thanks great idea and model.


LadyJaiven ( ) posted Thu, 09 January 2003 at 4:00 AM

That is super modeling work, awesome job :)


_dodger ( ) posted Thu, 09 January 2003 at 5:06 AM

Thanks B^) Okay, I think I'll try to explain the way I modelled this, at least in short form. This belongs in the modelling forum, but it follows this thread. I took a picture of the window and made a background to 'trace' in 3D. I have a viewport.psd file that I use for this that I made out of a screenshot of a viewport. I started with a circle spline. I made the circle renderable with the render mesh shown. I dropped it to 4 sides and rotated it 45 degrees so it was square with the front view. I then added the crosspieces the same way. Then I added three other circles for the part-circles in the windowframe. I converted to polygon and deleted the parts that diddn't belong. Since this was all done from edited splines, the facets matched one another perfectly already, so I simply attached the remaining pieces. Then, in the top view, I detached all the polys that faced up/down and left/right, leaving only the ones that face front-back. Then i reattached them. This splits the edges and keeps poser from trying to smooth it. Then I added a 36-sided tube around it and split it the same way. I cloned and scaled it a few times to get the stepped-effect for the main window circle. Next, I made a box where the right oval-window-thingy was... the one that would be in the 0 degrees mark on a protractor. I converted this to a poly and scaled down the leftmost four vertices. Then I chamfered the outer, top, and bottom edges. Next, I made a 12-sided cylinder and converted it to poly, stretched it out by vertices (rather than scaling the whole thing, which would change the angle of the end curves) to the ovalish-shape of the window. I made the cylinder, three segments deep, so when it was in poly I could scale-in the two middle rows of vertices. Then I selected inverse so I had the outer edge vertices and scaled them up (non-uniform) until it was the right shape to carve the wedge-shape. Then I used this shape to boolean the shape out of the piece. I moved the gizmo to the centre of the circles and then cloned the window thingy and mirrored it, then attached that. Then I cloned the pair (now one object) and rotated 90 degrees. I attached that. Then I made more clones and rotated until the gaps were filled in. That part was the hardest, I think. Next, I made some more tubes for the outsides. I counted the number of vertices along one side of the tube and made a box that many segments high, one deep and one wide. I made this a poly and then selected the vertices except the top and bottom rows and scaled them up-down until the outer ones matched the ones on the tube. I selected all the rows in except the outer of the two and so on until the rows matched the vertices on the tubes. Then I took the leftmost set of vertices except rhe top and bottom rows and moved them right 'til they matched the vertices on the tube, and so on in to the middle. I cloned and mirrored this and attached it as the wall (and did the detach/attach thing as with all parts of it) Then I added an extruded circle for the inner pane of glass (which crosses through the frame pieces), then some thin tubes for the outer sets like the glass that fits in the oval windows. The glass was in place (oh, Yeah, I made and added materials as I went). Next, I attached the windowframe and the inner circle, and the outer circles, , the oval-window-ring, and the glass. I selected the inner circular window and moved it out a bit, then I took the middle ring of the ovalesque vertices and moved it out to match up ith the moved window, creating the bay-effect. Then I attached all that together and then made a single box for one of the rectangular floor planes starting in the middle. I cloned it and moved it next to itself, then cloned it again and did it again, then moved the first clone past that one (using it as a spacer) and did the next. Once I was halway across I cloned and mirrored to get the other half and attached them. I did the detach/attach thing again. Then I took my spacer piece, dropped it a little. and stretched it all the way across to make the dark floor plane which is a single piece. And that's about it. Attach everything (making sure it's mateialed first). A bit if tweaking here and there, and scaling it down to match the right size on an imported P2 Low (same size, and no reason to mess with importing Michael or something, that would be silly). Then delete p2 dork and export everythign else ad a wavefrnt OBJect, quit 3DSMax, open it in UVMapper and create UVW coordinates, re-save it, and import it into Poser and set the materials and saved it to a prop. Some quick work to translate parts of a scan I found of a Kenner Death Star Action Figure playset cardboard backdrop into a bumpmap and textue map, and then set the maps in the PP2 file manually, and also replaces the customgeom with the objfile reference, and viola. Shrink textures, place in staging folders, zip, upload, and there you have it. All told about two or three hours from making the trace-bacground for the viewport to making uploading it to Free Stuff.


_dodger ( ) posted Thu, 09 January 2003 at 5:22 AM

Oh, yeah, P5 users will want to play with the materials on the wall, as it uses ambience. This i rendered in P4. The back wall texture is really, really dark, and the diffuse colour is black. It doens't look black, because the ambience is light grey, whih gives the 'lights' their glow. It basically creates an effect that allows a simlpe form of ambience mapping in P4. That was the first time I tried the trick, but it worked. I'm getting pretty good with P4 materials B^)


_dodger ( ) posted Thu, 09 January 2003 at 5:26 AM

Attached Link: Industrial Portal

See also my other GP alternative, the Industrial Portal


mizombie ( ) posted Thu, 09 January 2003 at 8:01 AM

pretty good?? thats the understatement of the year, dude you rock !!!!!!


lululee ( ) posted Thu, 09 January 2003 at 9:22 AM

Thanks so much. This is great.


spratman ( ) posted Thu, 09 January 2003 at 9:52 AM

Despite your obvious lack of taste concerning Farscape (LOL! wink wink), I gotta say this is really cool!. I just bought Painter7 so we'll see if I can wipp out some cool alternate textures. Thanx again for your skill and generosity. Time for some NVwL* renders! Jon *Naked Vicky with Lightsabers ;-)


Patricia ( ) posted Thu, 09 January 2003 at 11:24 AM

Thank you!!! If you like to model beautiful windows, how about attempting to make the one in the palace on Naboo---remember the dramatic shot of the young Amidala standing in front of it, looking out? It's actually a room with 3 tall window walls, but I'd settle for one ;) (It was modeled by someone awhile back, but turned out to be really buggy and virtually unuseable in Poser. I trashed it after wasting countless hours trying to get it to work, so I no longer have the URL for it)


DarrenUK ( ) posted Thu, 09 January 2003 at 1:32 PM

Dodger, since you mention using boolean to subtract shapes to make the windows I thought I would ask how you get the finished model to work correctly in poser. I've been trying to build my own windows and props in the same way using a copy of Truespace that I got on a magazine cover recently. The models look fine in Truespace. I then used crossroads to convert them to obj files. Unfortunately when I render them in poser, they come out solid without the shape subtracted. Can you or anyone help with this?

Daz Studio 4.8 and 4.9beta, Blender 2.78, Sketchup, Poser Pro 2014 Game Dev SR5 on Windows 8 Pro x64. Poser Display Units are inches


_dodger ( ) posted Thu, 09 January 2003 at 4:37 PM

DerranUK: I'm not totally sure that booleans in 3DSMax and Booleans in Truespace are the same thing, though I attache everythign until it's an editable polygon in 3DSMax before I esport (and I do the attach/detach thing all over to prevent Poser from tying to smooth hard corners) Patricia: I have an AMidala poste right herer, and I was definitely considering that to be in my list of GP alternatives, as well as some more backgruonds from Brom paintings and two from my own paintings. Thank lululee and mizombie


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.