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Subject: 50's Desk WIP


tufif ( ) posted Wed, 25 August 2004 at 7:54 PM · edited Fri, 08 November 2024 at 1:19 AM

file_124801.jpg

Hey everybody, here's a desk I'm working on for a 50's style office set. It's based on a pic from a book called Populuxe about 50's styles. I've got morphs for the sliding doors and drawers, and the hinged doors and lamp are seperate child objects that rotate around the hinges.


tufif ( ) posted Wed, 25 August 2004 at 8:59 PM

file_124802.jpg

Here it is again with a lighter more natural wood texture. Which do you prefer?


hauksdottir ( ) posted Thu, 26 August 2004 at 12:18 AM

The darker texture looks better with that woodgrain. The lighter woods usually have finer, straighter grains with not so obvious a pattern. It looks like you have both square and round knobs, which seems unnatural... if this is a new unit, the knobs would match. If the round ones are finger indentations so the doors can slide over each other, maybe that can be more clear? Middle unit upper section of sliding door... it almost seems as though you can see the left shelf behind the post? Many desks have small upright sections for bills and such: vertical pigeonholes for really skinny pigeons.


SAMS3D ( ) posted Thu, 26 August 2004 at 3:55 AM

It might look better too if you split the verticies then you will not have any rounded look. But the model looks great. Sharen


tufif ( ) posted Thu, 26 August 2004 at 11:27 AM

That sounds like a good idea, how do I split the vertices? I'm modeling in lightwave and rendering in poser. Thanks!


SAMS3D ( ) posted Thu, 26 August 2004 at 5:35 PM

If you download the free version of UV mapper, you can import the .obj model, then select all of your model,(control A) then, got to Tools, click Verticies, and first weld, then, go back to Tools, Click Verticies and then click Split. Save your model and you are good to go. Then import to Poser and your set. Also, if you have your model in the geometries folder remember to first delete the .rsr, then import your new straight model. Sharen


tufif ( ) posted Fri, 27 August 2004 at 2:43 PM

file_124803.jpg

Wow, it was a lot of work to redo all the materials and morph targets, but the results came out great! Thanks for the tip, I wish I'd learned it earlier. I've actually never even looked into that part of the menu before.


SAMS3D ( ) posted Fri, 27 August 2004 at 5:42 PM

It should not have been any work at all, what did you do...you should have just had to click a few button and it would have been all done.....well anyway it did come out better huh. Been doing that for years on our models and for Poser it is perfect. Good job. Sharen


tufif ( ) posted Mon, 06 September 2004 at 10:10 PM

file_124804.jpg

Once I reimported the altered mesh, my old morph targets didn't fit anymore, so I had to redo those, then redo all of the material settings in poser. They were simple morphs (drawers and doors sliding) so it wasn't a big deal. Anyway, I made a lamp to go with it. This is a pogo lamp that uses a spring to hold it in place between the ceiling and floor, and also features a small table. I couldn't find a photo of this one, so I had to work from old drawings.


hauksdottir ( ) posted Mon, 06 September 2004 at 10:14 PM

Those were wonderful lamps! ...could aim them over the book or needlework and the table was just big enough for the tea. ;)


SAMS3D ( ) posted Tue, 07 September 2004 at 3:58 AM

One thing you have to remember, is once you import a figure into Poser, after having redone it in UV mapper, before importing it again to poser, you must delete the file .rsr that sits in the geometries folder. So remember: If you ever change your model after it was in Poser, delete the .rsr file located in your geometries folder. If you don't, the rsr will keeps the last information about the model and that is what you will see. Sharen


tufif ( ) posted Tue, 07 September 2004 at 6:48 PM

file_124806.jpg

Here it is again with better lighting


tufif ( ) posted Fri, 10 September 2004 at 12:49 PM

file_124807.jpg

I added a globe to go with the office. Getting the map to map correctly (no pun intended) was a lot trickier than I though it would be, but I think it came out pretty good.


SAMS3D ( ) posted Fri, 10 September 2004 at 6:33 PM

LOL...thsi is all very nice. Good job. Sahren


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