#Log house – Perpective
27 messages in this thread
Regarding your camera problems: You are not alone, as a 3DS teacher I have gone
over this problem with many people. There is a set of three books on 3DS
currently available, and each book has an introduction which gives basic info
on cameras and lighting that it sounds like you could use. The purpose of the
introduction was to solve basic lighting/camera problems that new users always
seem to go through.
The books are called the 3DS Tips and Tricks Series, and they are available via
mail-order from two locations:
Pyros Partnership (714) 833-0334 Opamp books (800) 468-4322
I should add that I am one of the books' authors. Hope this helps.
Michele
Michele,
I am interested in your books, and have contacted Greg Pyros about ordering
them. I have yet to do so, though, because of the pending release of r3. If you
have had the opportunity to work with it, would you care to comment on the
applicability of your books. IOW (in other words)… am I wasting $130 by
ordering them now and r3 in October?
Also, could you tell me about their content (# pages and illustrations, I am
already familiar with their topics). And are you working on more?
thanks Dan
Regarding the books and R3: Thanks for asking as I am sure many other people
have similar questions. First I will describe the book contents.
Glass & Reflection This book tells you how to create glass materials that will
look like glass and not plastic by manipulating reflection maps and
transparency for the best effect. You will also learn principles of
reflection, as they apply to way flat mirror and autoreflection work in 3DS, so
you can get both kinds of reflection to reflect what you want every time.
Regarding R3: R3 has a much more comprehensive materials editor so there are
many more possibilities for glass and reflection. However the basic concepts
are still the same. The book is meant to give you the basics by showing a some
models and how to make them look perfect, but on your own models you would have
to play around with the materials to get them to look right with your scene.
The book is meant to give you a springboard from which to experiment. R3 means
you have more ways to experiment once you know the basics, but the basics are
still the basics.
Shaping & Lofting This book tells you how to use the Fit tool in the Lofter,
and how to determine the shapes needed to make a particular object. With the
book you make a Microsoft Mouse and a fancy perfume bottle to learn the
concepts, but you can use the techniques to look at any real object, determine
the shapes for the Shaper, make them "fittable", and loft them painlessly. It
also shows you how to manipulate the path in the Lofter so your lofted objects
will land perfectly sized and placed in the 3D Editor so you are not doing a
whole lot of moving and scaling in the 3D Editor. Also a lot of miscellaneous
tips on shaping and lofting. [continued]
Regarding R3: The 2D Shaper and 3D Lofter have been improved in R3 but the
changes have been smallish. You still have to place the path where you want
it, there is no automatic way to do this. And your fit shapes must still be
made in such-and-such a way in order to work. 95% of the book still applies as
it stands. I am being safe here, it's probably more like 98%.
Morphing & Animation In this book you learn how to make morphable objects, both
lofted objects and 3D Editor objects. You even learn how make lofted objects
with the same number of vertices as Editor objects so you can morph them. In
the Animation section, you learn the basics of character animation; you make a
puppet man, link him and make him walk.
Regarding R3: Again, there are more possibilities for animation in R3, but the
basics are still the same. For example, you still have to have the same number
of vertices to have two morphable objects, and there is still no automatic way
to do this in R3. Also, there is also still no "Object/Walk" command in the
Keyframer <g>. There is one thing: the book tells you that you cannot morph
materials, and in R3 you can.
I am glad you asked this because until now I hadn't really gone through the
books with an eye to R3, but I firmly believe the books are still good for
someone who is somewhere between the tutorials and perfection.
Of course, I am one of the authors… <g> If you are still skeptical, I
suggest you post a general message on the forum, or call Pyros Partnership
(714) 833-0334. They sell the book but are also heavy-duty 3DS users. Or if
you have a particular project you are hoping to get help on, ask me and I will
tell you if the solution is covered anywhere in the books. [continued]
Please contact me if you have any more questions.
Michele
>> Please contact me if you have any more questions.
Thanks so much for the informative discussion of your books. They sound great!
I will be calling Pyros real soon!
Dan
I finally got somewhere with the camera this weekend!! But it sure took me
hours to do it! Basically I was trying to place and adjust the camera in the
user viewpot, when I really need to be using all the other viewports EXCEPT the
user. I feel stupid now that I have figured it out!
I have your 3 books and think them excellent. I do have a question on the
house in the first book. I would like to do something similar for these log
houses, but I am finding that the most realistic look is to shape and loft a
"single log" and then build from there, log by log. I have thought about
creating the shapes the way you do in the book, but that makes the houses look
like they were in Levittstown<g>. Also I would assume that if I want to do it
like that, I would need to create a material that looks like "log house siding"
and I wouldn't know where to start to do that!!
If you have any ideas or pointers for me I would really appreciate your
help!!
Judy
If I were to approach this project, I would approach it like this:
1. Make a simple 12-sided cylinder. Use 2D scale until it is the right size.
You can apply maps to this to make the texture, no need to loft a bumpy log!
2. Make a log material with a texture map and matching bump map. As an
experiment I whacked together a texture and bump map which I am sending to you
via Email– they are small CEL files so they won't take long to download.
These will at least give you an idea of what you should try to do. I didn't
try them out in 3DS (someone swiped my dongle for the day!) so they may be
ugly, but it's a start.
To make the material: Texture map LOGTEX.CEL at 100% Bump map LOBBMP.CEL at 10%
(this may need to be adjusted up or down later) Specular color medium brown
Shininess 10%
Assign the material to the log, and also apply a cylindrical texture map to the
log, roughly the size and shape of the log.
3. Stick three lights in the scene as in the introduction of the books, stick
in a camera and have a look.
If the maps are not good enough, the best approach is to look at an actual log
or a picture of a log and make your maps that way. Since I assume the view of
the logs will not be very close up the maps do not have to have a lot of
detail. [continued]
[continued] Once you have one log looking pretty good, you will have to copy
it. With a little planning this can be painless.
I assume you want to stack them perpendicular to each other. In that case,
copy the log once, then rotate and move the copy until it is in the right
position above the first log. Then select both logs (Select/Object/etc.) and
use Object/Move with Selected ON, and hold down the Shift key when you click on
the logs to move them. This will automatically copy them. Practice this with
the one set until it is easy for you to make the second set. After that, the
rest should be easy.
If you would rather make "log house siding", just do what we all do: find a
book with a picture of a log house in it, scan the picture and use it as a
texture map. Believe me, that's what EVERYBODY does.
It is difficult for me to be sure this is the right advice since I cannot see
your project, for example if the logs need to be more detailed the mapping
approach won't work. If you have any more questions please ask.
Michele
Hi — Thanks for the files, but I only got 1 — I believe it is a CEL — at
least it lets me display it from the ANI PRO cel menu. The other aborted,but I
am not sure why. I have had fairly good luck with making individual logs. But I
have been making a circle bringing it into the shaper and then lofting it. I
tried to put windows in last night, via boolean subtraction, but that did not
work. I tried increasing the number of steps to my path and then deleting the
edges in the 3D editor. That looks do-able except for the fact that it deletes
them from the rear part of the house and I am not sure of a way to avoid this.
I also seem to get better results if I make sure Tween and Contour are set on
so that I will have lots of edges to work with.
Judy
You should be able to use plain old cylinders and boolean them. Deleting edges
in the 3D Editor??? Youwch, I don't even have the courage to do that! There
MUST be a simpler solution.
For the windows, perhaps you can make one log from which the window has been
cut out the middle with boolean, and stack that log a few times to make a
window. This would be a lot easier and safer.
Watch out you don't cut yourself on those 3D Editor edges! They can be sharp.
<g>
Michele
I ran into a problem doing a Boolean subtraction — got the message that it was
unable to complete, please modify your geometry! You are right — deleting
edges is very painful in the 3D Editor!
Judy PS — I was finally able to download the LOGBMP.CEL
bump map. I don't know why my navigator had such a problem with it. I ended up
having to do a manual terminal and download to get it to successfully complete!
Thanks they look great!
When doing a boolean subtraction make absolutely sure the objects intersect in
the right place in ALL the viewports. This might solve it. Also make sure you
select the log first, then the cut (log – cut = …)
Michele
You really should take Martin's advice: Make a stack of the logs for each wall
(really, make one wall and clone it around). Say, for the sake of
illustration, you want a window opening in side x that is two logs high. Using
an elevation view of the wall, 2d-scale the two logs on the level you want the
window so that they grow shorter horizontally until they are the length from
the end of the wall to the window opening. Now Move/clone the two logs,
sliding them down until they leave an opening the width of the window. scale
them again to the far end of the wall (or to the edge of the next opening,
whichever comes first. You could also select just the end verticies of the two
logs in question and move those back and forth instead of using 2d-scale.
Dave
David,
good for you. I just don't understand all this talk of doing booleans on
cylinders when they could just be made smaller initially, or cloned then scaled
to the right size (or even just select and move the end vertices).
Just wanted to make you proud, Pa! Me and Hoss are ridin' into town — okay?
Little Dave
You make it sound much easier than I envisioned it. I have found 2D scale much
easier to use than moving Vertices. I only try moving vertices in the Shaper.
And I sure never try deform !
Judy
Hope you _do_ find it easy. The real problem with the "toolbox" concept of
programs like AutoCAD and 3DS is that there are often sooooo many ways of
getting from A to B, and knowing which one is best/fastest/most appropriate for
any given situation is the real trick — and generally only learnable through
trial and error (and helpful CIS hints<g>).
Dave
How right you are — and trial and error takes awhile. But CIS help is great!
Judy
Judy:
Where are you located?
Greg Pyros
I am located in Suburban Washington DC.
Judy
Really. Synchronicity. I actually leave at 5pm today for Kansas City, and
tomorrow morning from KC for DC <g> for about 2 wks. One of my old college
buddies and I are off to see a friend who works for Sprint in Reston.
Dave
Judy:
>> I am located in Suburban Washington DC.
You should contact Angelo Guarino here on the forum, right in your area, top
dealer and 3DS instructor, and spend a few hours with him! You'd be amazed
what four hours with an expert can do with your productivity!
Ang, are you listening?
Greg Pyros
Do you have a set of manuals? Have you tried using them? I would find learning
3DS without them awfully frustrating and difficult. FWIW
DT
My problem is that at this stage I feel overwhelmed by the reference manual. I
find using the tutorial book the easiest since I have worked through all the
examples. There is so much to learn and one can easily be confused by the ref.
manual — esp. a first time user!
Judy
Same here, on the Reference manual. I have only used it for, well, reference,
so far. I keep meaning to sit down and *read* the goddam thing, but I find
myself creating animations instead. I have done the tutorials and plan to do
them again, REAL SOON after I get this project onto tape. Honest!
I'm pretty much a newby, too, having had the program for about 6-9 months, but
it has nothing to do with my job, so I've been doing this stuff at home in the
evenings and on weekends. I'm no where NEAR understanding everything that I can
do (nor the best way to do it) and won't be when R3 is going to be released and
I'll be up to my eyebones in new features (and debt).
I hope the perspective is looking OK now that you're getting a handle on the
camera thing. In one of my for-me projects I'm trying to morph a fanciful
beast's face so his mouth opens and closes and tongue comes and goes, etc. I
keep getting a pretty good result except for this or that *little* flaw or
imperfection, between smoothing groups or shapes, which I then try to fix and
end up with something gawd-awful which I then fix till it looks pretty good
except for this *little* flaw, etc. Latest, when his mouth opens, I get
polygons stretching all the way across his head, over his open mouth. Looks
like he's eating a buzz saw. NOT what I had in mind.
Anyway PMJI. Good luck. Hope to see this log residence some time!
David Taffet
>>I finally got somewhere with the camera this weekend!!
Clap, clap, clap, clap, (whistle!)!
Congratulations, Judy! "You've taken your first step into a larger world."
Dave