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Subject: wrench?? how?


Supreme ( ) posted Sat, 16 November 2002 at 3:46 PM · edited Sat, 30 November 2024 at 5:22 PM

Attached Link: http://www.knucks3dstuff.com/images/wrenches02.jpg

I posted a topic a few months ago asking how to model complex shapes in bryce, i was told that to create any objects in bryce i will have to use the primitives i have and booleans.. i was browsing through galleries and i came across the attatched link (not literally :P) i was just wandering how the detailed screws, maine head shape and the little turney things?? looks great


Supreme ( ) posted Sat, 16 November 2002 at 3:48 PM

(added to the end) *How were these made in bryce??


tjohn ( ) posted Sat, 16 November 2002 at 3:53 PM

Probably imported objects from sources like wavefront objects and 3ds objects, etc. Although some people here could do it with Booleans and metaballs.

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Aldaron ( ) posted Sat, 16 November 2002 at 4:40 PM

Well terrains and the terrain editor (along with some 2D picture editor) can create a lot of objects too. Bryce may not be able to easily create complex objects but it can be done with some work and thinking outside the box. :) As for creating those wrenches I'm not quite sure. It'd take some thinking on how to go about it.


madmax_br5 ( ) posted Sat, 16 November 2002 at 7:48 PM

That looks like a few rather simple terrain editor objects.


EricofSD ( ) posted Sat, 16 November 2002 at 9:24 PM

That could be done with primitives but the boolean requirements would lead to a really messy workspace. Something like that is easier done in a high end modeling program with champher tools. Something like Electric Image Universe or Rhino or Lightwave could do that. Maybe even TS but I don't know for sure. I will say that the curves are too compound to be simple bryce boolean unless someone had dozens of booleans in there. A champher would be the faster cleaner way.


pauljs75 ( ) posted Sat, 16 November 2002 at 10:10 PM

Looking at the curved portions you can see slight evidence of faceting. Thus odds are that these weren't done with booleans, as booleans render smooth and don't show faceting. It may have been rendered in Bryce, but used imported objects. There are some freeware programs which are great at modeling wireframes. By using them to save in a format that you can import into Bryce, they make Bryce much more versatile. I think that's the best way to workaround some things when modeling.


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Erlik ( ) posted Sun, 17 November 2002 at 12:56 AM

Yep, they look like they were modelled in Lightwave. BTW, I just want to point out that the space textures on this site aren't the property of the site's author. They were taken from a NASA site, Hubble telescope images, I believe. I know, I've downloaded them from there. It's also possible that the other textures were also taken from somewhere.

-- erlik


Rayraz ( ) posted Sun, 17 November 2002 at 11:08 AM

This can be done in amapi too. and quite easy too. You can try to make the basic shape with cilinders and cubes and then add rounded corners with the help of cilinders, spheres and tori, but it takes some practice to find out how. The more often you use booleans the easier it gets to find out how to build new shapes. But I have to say that making these objects completely with booleans takes an experienced boolean modeller. terrains might be easier, but you have to know how to make them properly.

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tuttle ( ) posted Sun, 17 November 2002 at 11:13 AM

You could make that in Bryce, although I reckon it would be a few hours work and would be tricky. You can round corners using the intersect tool (the opposite of boolean) but you need to have a load of patience.


Knuckle Martin ( ) posted Tue, 19 November 2002 at 1:29 AM

Attached Link: http://www.knucks3dstuff.com

I modeled the wrenches in LightWave 6.5b., exported them as .obj files, and rendered them in Bryce 4. I purposely chose polygon sections that would be "flat" and those that would be "smooth". I played with the smoothing angle of each of the surfaces (in Bryce) to get them to blend from rounded to perfectly flat. The scene has 12 lights. 6 for each wrench. I moved and adjusted each of the lights to both highlight the "chrome", and remove harsh shadows. The bump maps, scratch maps and the brand logo I made in Photoshop6. As a side note; all of the lettering was done with polygons, not bump maps. As for the nebula images, yes, they were taken from the web. As far as I know, they are all "public domain" images, and can be freely distributed. I collected the ones that I liked best and posted them, just to save others the leg work of hunting them down on their own. If anyone knows of any copyright limitations, please let me know, and I'll remove those images. NASA is publically funded, so just about any images that they take are usually public domain. PS: Glad that you liked the pic'. Knuck Knuckle Martin mailto:knuck5150@rcn.com http://knucks3dstuff.com


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