Forum: Bryce


Subject: Mapping 3ds-objects in Bryce (X,Y,Z rotation and object side/front/top mapping)

bazze opened this issue on Oct 24, 2003 ยท 7 posts


bazze posted Fri, 24 October 2003 at 8:32 AM

Downloaded a 3ds model from theforce.net and imported it to Bryce 4. Along with the model came approx 35 texture pieces. I'm applying these textures one by one but I't really a hassle and very time consuming. Reason: Some textures have to be rotated 90 or 180 degrees in some or several of the X, Y, Z axis and applied as either "object side", "object top" or "object front". The number of combinations of the above settings makes it very time consuming to apply a texture to all the parts of the model. Any tips / ideas?

www.colacola.se


pakled posted Fri, 24 October 2003 at 9:10 AM

I often (heck, almost always) load .3ds items into Bryce. Usually just clicking on the whole model, then rotating negative 90 degrees (-90) on the Y axis brings things into line. I just texture from there.
(obj-comes in oriented correctly..as a possibility, you could convert it to .obj in Wings 3d, Anim8tor, or Crossroads. You can find the first 2 in the Modelling Forum here).
Once I get the model lined up, the ctrl+mouse clicking on the part of the model you want to deal with usually identifies any groups there, and you can apply mats to your heart's content.
hope this helps.

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


padawanNick posted Sat, 25 October 2003 at 7:01 AM

Which of their models are you working on? (I might already have it rigged in Bryce for you ;) ) Yeah, it takes some time, but working your way through mesh-by-mesh can be worth the effort. (Esp. with those models) The big thing to remember is that the images are just part of the texture. Don't forget to work in some Bryce procedurals to add grunge and variety to the images and work out bump/specularity and reflections as well. Just as an example, the background of the attached image is Sean Kennedy's Falcon Cockpit model from the site you mentioned. The character was composited in with a video editor and the control panel's diffuse map came with the model. Everthing else, though, is all Bryce lighting, smoothing, procedure texturing and rendering. Turned out a lot better than the default "biult-this-with-card-board" look that a basic import produced. Have fun!

danamo posted Sat, 25 October 2003 at 2:22 PM

Wow Nick! That looks like a still from one of the Star Wars movies! You are getting extremely impressive results with your video composites. Thanks for sharing your tips.


bazze posted Sun, 26 October 2003 at 9:49 AM

hey Nick, I was working on the Slave model. I have posted an image of it in the Bryce gallery: http://www.renderosity.com/viewed.ez?galleryid=525683&Start=1&Sectionid=0&filter_genre_id=0&WhatsNew=Yes The Skyhopper was a piece of cake but the Slave was a bit harder.

www.colacola.se


bazze posted Sun, 26 October 2003 at 9:50 AM

hey Nick, I was working on the Slave model. I have posted an image of it in the Bryce gallery: http://www.renderosity.com/viewed.ez?galleryid=525683&Start=1&Sectionid=0&filter_genre_id=0&WhatsNew=Yes The Skyhopper was a piece of cake but the Slave was a bit harder.

www.colacola.se


padawanNick posted Sun, 26 October 2003 at 1:12 PM

Yup. Got it. Yeah, that model has a TON of meshes that need texturing. I ended up ripping out a lot of the cockpit and Fett from the interior to save some rendering time. This is a Bryce render that was used as a background for a shot where Fett "sells" the Firespray class ship (Slave 1). Photoshop was used for a little bit of post. Have fun.