Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
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.
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^)
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 ;-)
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)
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
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
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Attached Link: Dodger's Poser Stuff
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*.