galactron22 opened this issue on Jul 09, 2002 ยท 13 posts
galactron22 posted Tue, 09 July 2002 at 7:36 AM
Good Morning all I've recently been bitten by the 3D bug so I've been playing with bryce, I need a good tutorial on how to make rooms. If any one out there knows plase tell me where can I find one.
Ask me a question, and I'll give you an answer.
Erlik posted Tue, 09 July 2002 at 6:16 PM
-- erlik
shadowdragonlord posted Tue, 09 July 2002 at 6:35 PM
Aldaron posted Tue, 09 July 2002 at 7:20 PM
You can boolean a negative cube within a positive cube to get a hollow box for the room, unfortunately this method doesn't allow texturing the ceiling, floor and walls different textures .
Spit posted Wed, 10 July 2002 at 2:45 AM
Aldaron..then simply squash a box and put it just under the ceiling, and another for the floor. Then you can texture any way you want.
Erlik posted Wed, 10 July 2002 at 6:57 AM
My room was done with five boxes for walls, floor and ceiling. It's easier than boleaning a hollow box and then inserting two more boxes. Actually, it's just like building a room from pre-constructed walls.
-- erlik
Aldaron posted Wed, 10 July 2002 at 7:38 AM
As Erlik said then it would be easier to just build the walls and ceiling separately.
Moonstone posted Wed, 10 July 2002 at 9:12 AM
Erlik posted Wed, 10 July 2002 at 5:41 PM
Go to Sky Lab (Sky & Fog, click on the cloud) and there's a little button on the Sun & Moon tab, below Sun Controls, which has the caption Disable Sun Light. Uncheck it. As for the windows, make your wall positive. Remember, you have to squash the wall box in Z or X axis, so it's much thinner. My walls are X=200, Y=200 and Z=10. (they go below the floor and above the ceiling.) Declare it positive, create a small box with Z of 12 (X=40, Y=60 in my case). Position it so its center is on the center of the wall (you see the line), declare negative and then select both it and the wall, and group. you'll get a hole in the wall. The sill on the window is a squashed box, the window ... whatchamacallits are booleaned boxes done in the same way as the window hole. The glass is very thin boxes. You just have to pay a lot of attention to positioning.
-- erlik
Erlik posted Wed, 10 July 2002 at 5:42 PM
Sorry, sorry, sorry. Check the button.
-- erlik
EricofSD posted Thu, 11 July 2002 at 12:48 AM
Make a big cube primitive, really big. Move your camera inside, put in some lamps and lights and bring in your furnature objects. Build it up. If you work inside the cube, you don't have to worry a bit about the skylab or sunlight effects (unless you boolean a window in there.)
Spit posted Thu, 11 July 2002 at 2:59 AM
Whether you build a room with a cube, or make separate walls, floor, ceiling is totally up to you and what you're aiming for. I've done it both ways. The traditional 3D way of doing rooms is to turn off sunlight and use lights only. But that doesn't mean you have to do it that way. I've done rooms that were lit only by the sun. They have a different look and that's fine too. Purists would disagree of course! LOL
Phantast posted Fri, 12 July 2002 at 10:13 AM
It's the detail that counts. Look around the room you're in now, and observe all the places it deviates from four blocks for walls and two planes for floor and ceiling. Look for: wainscotting, door frames, window frames, window sills, cornices, recesses, flat arches. Most rooms are not straight boxes. Incidentally, I reckon rooms are one of Bryce's strong areas because of the useful tools it provides for rotating and positioning things in a precise way.