Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 21 4:12 am)
"Hey, next time I say I'm going to model something of this magnitude, can somebody just bash me in the head repeatedly until I come to my senses?" Don't count on it lol, I like this model :) if you have more ideas like this that's only a good thing :)
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That is really coming along nicely. Can understand your pain at those bloody railings.... thats why I stick with castle walls ;). This is going to look pretty good sitting above a stormy sea or something :)
Dreams are just nightmares on prozac...
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This is coming along great! Can you post a reference pic...for comparison? (Or is this all out of your head?
Available on Amazon for the Kindle E-Reader
All the Woes of a World by Jonathan Icknield aka The Bryster
And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...
One solution for those millions of railing posts: Instead of making posts and rails, create, say, a thin vertical box representing the railings (one on each side of a stairwell). Make this positive. Then create two thin boxes and make them parallel to the angle of the stairs. Make these intersect and group them with the vertical boxes. Now you have the railings. You can then use multi-replicate to make thin vertical boxes going across the stairs, which when made intersect will look like posts. This will reduce your object count by at least half.
In this image, I show a simple stairway on the right. On the left, in rose glass, are the intersects for the railing posts. The second from the left shows in green glass the posts and rails, which would be positive. Group the positives and the intersects (and change the materials) and you get the post and rails seen in the third from left. This is much easier to do than making individual posts and rails.
In this image, the top elements represent the intersect as well as a slightly smaller negative object. In the center you see all the posts and rails. When you group all these, and change the material, you get the posts and rails seen at bottom.
This technique is extremely versatile. For example, all your rails for a given deck level can be defined by only two objects, no matter how complex the external contours are of the deck.
Because I like to blow $%&# up.
Don't fear the night. Fear what hunts at night.
Boomer: Thanks for the ref pic.......You've certainly got it covered....!
Available on Amazon for the Kindle E-Reader
All the Woes of a World by Jonathan Icknield aka The Bryster
And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...
The first step is to work out the dimensions. Personally, I have developed a scaling system to ensure that everything I model is at the correct size, and it is based on the size of an average human (in my case, 1 Bryce Unit (BU) = 10cm so that a human is 17.5BU tall; this would be too small a scale for what you are doing, but you still need to settle on to a single, fixed conversion). I eyeballed the sample you posted and played around moving some objects around before I finally worked out the dimensions and got to work.
All the rest of the objects are positive.
Add two horizontal plates. The lower one will be turned on its Z axis to become a diagonal brace; the upper one will stay as it is as a horizontal brace. Make them different families (colors) so you can easily select one or the other. Multi-replicate them 12 times, moving up on the Y axis.
The time-consuming part is to go in by hand and rotate all the diagonal braces on their Z axis. You have to do this by hand because each rotation is different owing to the shape of the pyramid. Every time you rotate a plate, dupe it and then open the attributes menu and reverse the Z rotation (ie, change -34.00 to 34.00).
Once you have done all the front and back diagonals, select them all (using the family select), dupe them, group them, then rotate the group 90 degrees on the Y axis. Voila, all your diagonals are done.
For the corners, you just need to make a thin panel that extends the length of the tower. Rotate it 45 degrees on its Y axis. Dupe it and change the Y rotation to -45 degrees.
Select everything, UNGROUP to make sure you don't have any unnecessary groups, then group them all to get this tower.
You can do the same thing with the crane derricks, except they will be even easier since they aren't pyramid shaped (all the diagonals are the same angle, etc).
Attached Link: http://www.employees.org/%7Eredneck/graphics/torus_tutorial.htm
I've only done one other tute, but it covers a lot of ground and may be useful for what you are trying to do. It's at the link above.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.
Because I like to blow $%&# up.
Don't fear the night. Fear what hunts at night.