Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Nov 29 1:34 pm)
I agree - looks promising. It has a lot of large windows, I like that - it means it can be really well lit inside. I presume the parts of the wall poking through the roof will be eliminated at some stage.
I have a silly question - maybe I didnt look well enough, but where is the entrance? All the openings in the walls seem of equal size and none go all the way to the floor...Front doors are usually quite prominent so I shouldnt have a hard time finding it:)
Also, in most houses there is a very clear distinction between the front of the house and all other sides. I cant tell which is the front at least at this stage, it looks too symmetric.
What software are you using for modelling it?
"I paint that which comes from the imagination or from dreams,
or from an unconscious drive. I photograph the things that I do not
wish to paint, the things which already have an
existence."
Man Ray, modernist painter
http://artpearl.redbubble.com/
@ArtPearl, GaryMiller About the door :lol: I have the plan to use one of the window holes for the doors. I must only remove 3 polygons to have a door. And I can easy later place the door on another place in a version 2 of the house, maybe
Here a new wip picture
Mazak
I'm glad the residents won't need to jump over the 3 polygones to get in :)
However, this is just one of the aspects of the bigger architectural point - the overall symmetry of the house. This looks like a modern suburbun house, not unlike the ones in my neighborhood. IÂ have never seen a house with identical back and front. (And in fact the same applies to old houses, all the way back to classical architecture). If you look at any typical house you will be able to say at a glance which is the front. And if you look at the skeleton of a house, even if you cant see the house all the way to the ground, you would know which is a front door and which openings are windows.
You seem to be doing a great job in paying attention to details and a clean modelling, but you should have the major features established first according to aesthetic& practical principles and only then chose your modelling tools(back/front symmetry may not be one of them...) and details.
"I paint that which comes from the imagination or from dreams,
or from an unconscious drive. I photograph the things that I do not
wish to paint, the things which already have an
existence."
Man Ray, modernist painter
http://artpearl.redbubble.com/
Thank you ArtPearl for your suggestions to much symmetry isn't good. I try now to place one door on the long and one at the short side of the house. The advance is if you rotate the house by 180° you will have a complete different look. As next maybe 2 different texture sets. I think that little extra will give the artist more opportunities to place the house in scene.
Mazak
Mazak
Mazak
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Mazak
Mazak
Quote - A question of detail. What did you prefer for the roof gutter? Less detail like this:
Mazak
Mazak,
I think you're better off going with the "less detail" gutter because it will not be noticeable at the distance it will be seen and will save memory.
When I model I determine if the item will be seen at close distances and if the object modeled will look realistic when textured when using planes. It all depends on the object and there is no rule of thumb for all geometry. In this case though the simpler planar gutter is definitely the better way to go IMO.
Great model BTW. A question, did you use the "Boole" Object to create the holes for the windows?
Looks very good. IÂ have a feeling that, in the bottom image, on the right side, the top floor is a bit too crowded with windows. I think 2 windows would be better. On the ground floor, on the other hand, I would either space the windows more evenly or add a 3rd one (that blank area seems a bit empty for me). But this is just a personal taste, if it was my house. :-)
Thank you for your constructive comment, the gutter will have no thickness.
The holes where created from rectangle splines. I make them editable, connect it and dropped into a Extrude NURBS object. No Boole was used in whole project.
Mazak
Mazak
I finish the project today and maybe upload the files tomorrow.
For today I show you the final stage of the House. I hope you will like it.
A Happy New Year!
Mazak
Attached Link: http://www.mazak-grafikwelt.de/vue/Siedlungshaus2.zip
The House is now ready for download. Requires VueInfinite 7.2.Mazak
Attached Link: http://www.mazak-grafikwelt.de/vue/SiedlungsHausObj.zip
Hello I got some requests why is this house not available for all Vue Versions? I think it will work in any Vue7.2 when the update is available, but I can`t guarantee it. For any other Vue users I make the Wavefront obj available for download. The house has no textures then but you can edit it in every Vue version. All textures for the House come from http://stilgar.bplaced.com/ All Textures are tillable and very easy to apply the house has more than 31 material zones. Maybe this is tutorial stuff for GaryMiller how texture Mazaks house :laugh:I hope more user find this useful now
Mazak
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Mazak
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