Forum: Bryce


Subject: Does anyone know how to make people in Bryce and only Bryce

karl.garnham1 opened this issue on Apr 19, 2012 ยท 28 posts


Agent0013 posted Thu, 07 June 2012 at 10:50 AM

Quote - Thanks Everyone for answering so quickly

I thought as much making people in bryce is very very difficult I will definately try the Sculptris and makehuman as they sound ideal because Daz Studio 4 was not my cup of tea. I reckon the only way you could physically do it would be a symmetrical lattice (meta balls seem to crash bryce without fail at least on my computer).

Thanks guys thats helped me out a lot

Karl

Let me interject here on the use of symmetrical lattices. In my limited experience thus far, it is possible to use a symmetrical lattice to make a human figure in Bryce by selecting the picture option in the deep terrain editor and navigating to a photo or other picture you have available and clicking on it to load it onto the lattice. There are some problems with using this method, however:

A) The quality of of the shape will not match that of the original as the deep terrain editor creates height maps with darker colors representing low elevations and light colors reprsenting the higher ones. Therefore, if there are any shadows in the image that are in some odd places, (like maybe the shadow of a flagpole across the face of someone), it will distort the shape of that face as a dent in it.

B) The symmetrical lattice is a shape that has a mirrored copy of the shape of one side on its other side. This means that when you load a picture onto it, you will have a mirrored shape loaded onto the back side. Unless you are trying to make a figure of Janus the god with two faces, this could be a problem.

C) Any figure you make using this method will not have the textures or materials on them that make them look realistic. The best you can do is use this to make a statue, and because of the symmetry of the shape, you would need to keep one side toward the camera or view window.

D) There is no way to pose a single mesh object other than rotating the whole through the X, Y, and Z axes.