Forum: Poser - OFFICIAL


Subject: Another alternative for the Gothic Prison

_dodger opened this issue on Jan 09, 2003 ยท 20 posts


_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.