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"Bald Eagle" <cre### [at] netscape net> wrote:
> "Mike Miller" <mil### [at] gmail com> wrote:
>
> > Attached are elevations & plan renderings from POV of my current pump house
> > model.
>
> Damn.
> I'm not an architect or a graphic designer, but have done a fair amount of
> building work, and have needed to measure/estimate the sizes of things, and have
> designed and drawn plans for buildings, staircases, landscapes, etc.
>
> I love this stuff.
>
> Do you model everything as meshes first?
> Do you ever create anything with scripts/CSG?
>
> What about the textures?
> Are they designed with 3rd party tools?
> UV mapping?
>
> Is anything ever done procedurally?
>
> Why/why not would help a lot of people get good work done more quickly and then
> step two is making it LOOK better without 100 iterations of tweaking.
>
> - BE
>> designed and drawn plans for buildings, staircases, landscapes, etc.
Nice, that kind of how I got into architecture. I spent summers in high school
restoring churches and was fascinated when I got to work on old sets of
drawings.
>> Do you model everything as meshes first?
For the production/client work, yes, but in POV, I try to build scenes without
do use Blender for some complete forms and for exporting position data for POV
types.
>> Do you ever create anything with scripts/CSG?
Yes, use macros to create 'types' with 'properties' like: bolts, pipes, window
frames, beams, etc. I also use them in writing & testing materials & for
>> What about the textures?> Are they designed with 3rd party tools?
>> UV mapping?
For my POV work, it is a mix. I relied heavily on image mapped textures for my
architectural renderings, but I prefer to make procedural textures for my POV
renderings. Professionally, we use a PBR setup with real-time viewing which
makes the texturing process easier. I still export some diffuse and normal maps
out of Substance.
Mike
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