BDF opened this issue on Nov 18, 2002 ยท 9 posts
BDF posted Mon, 18 November 2002 at 8:13 PM
cshaftoe posted Mon, 18 November 2002 at 8:18 PM
cshaftoe posted Mon, 18 November 2002 at 8:26 PM
Attached Link: http://uk.geocities.com/bryster3d
If you hunt through 'FREE STUFF' (Top green bar hyperlink)for Bryce materials you may find a rope texture(.mat)or two. You could do worse than elongate a torus, blank out part of it with a negative and apply a rope .mat for your ratlines.......... There are thousands of .mat files out there with anything from rusty metal to plastic mountains....you just have to hunt for them. The Bryster (Chris)BOOMER posted Mon, 18 November 2002 at 8:49 PM
Maybe you can try using lattices to make the hull. They've been used for just about everything else and they will stay symmetrical, something yo uneed for a ships hull. If you don't find a rope .mat, give a heads up. I have onet hat works great for rope.
Because I like to blow $%&# up.
Don't fear the night. Fear what hunts at night.
Aldaron posted Mon, 18 November 2002 at 8:50 PM
In my boat above I took a cylinder elongated along one axis and plced on it's side and using negative booleans and intersects created the hull. The curve lines are done with metaballs constrained to a path (metaballs are in Bryce 5 which is why I asked which version). The sail, quarterdeck and front platform are made from terrains, the height maps made in photopaint. The curved yardarms were created by taking 2 cones and with a top down view did a height mask render. Then took that into photopaint and skewed then taken back into the terrain editor and loaded as a lattice. Something similar was done with the sail. Hopefully this will give you some ideas on how to proceed.
EricofSD posted Mon, 18 November 2002 at 10:43 PM
www.brycetech.com has the rope objects/textures. I think there's a limit to bryce primitives, though you seem to be pushing the envelope. The hull is easier to model in a regular modeling program like www.dvgarage.com or the like. By the way, if you're interested in the dvgarage, you can get amorphium pro thrown in for free on the popup at www.universe3d.com Ok, good work so far. Hope to see more.
airflamesred posted Tue, 19 November 2002 at 12:48 AM
I put a small rope tut on this forum some time ago (search rope tut)using muti-rep torus but its very expensive to render so I would go with a bump map.The hull may be possible in terrain but I would model it in another program
madmax_br5 posted Tue, 19 November 2002 at 1:14 AM
If you can use strata, just make a simple spline network. Then join, increase segments, and champher. (I have no idea if you can do this in strata but i'm guessing the answer is yes) To do it, Start in top view. Build the splines for only the left or right side...don;t try to get the spline around the whole thing. Then, after you've drawn the very bottom section, draw the next one slightly larger and raise it up. You should repeat the process until you have finished the top of the hull, probably around 30 splines total for best look. Then slect the splines and mirror them. Then do whatever you need to do to get them solid. (skin, surface, add faces, whatever.) Then increase the number of segments and do a smooth or a champher. You should have a nice smooth hull. To get the weathered plank look, open up photoshop and make a grey canvas 700x700. Then paint a few white splotches, and a whole bunch of white lines across it to act as planks. Add some light monochrome noise, and i think a light watercolor filter to roughen things up. Then increase the brightness so ALMOST everything is white. You should barely be able to define the planks and the splotches. Save this as a jpeg. In Strata, load this as a displacement map for the hull. Do any neccessary tweaks to it and tada!. Then export to bryce.
madmax_br5 posted Tue, 19 November 2002 at 1:19 AM
I am downloading the strata demo to see if what i said has any relevance...