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"Mike Miller" <mil### [at] gmail com> wrote:
> "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
SORRY -- I posted something very cryptic this morning.
>> designed and drawn plans for buildings, staircases, landscapes, etc.
youth-group restoring old churches and was fascinated when I got to work on an
old set of drawings. I went from drawing comic books to illustrating building.
>> 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 complex 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' objects: bolts, pipes, window
frames, beams, etc. I also use them in my writing & testing materials & for
use and can post here. I program parametric Revit families and use a simulate
setup in POV (using a 2D profile to create extrudes, sweeps, voids, etc.). I use
'mixed' array to create a 'Sudo' class for storing properties that get passed to
a 'construction' macro. It allows for creating many variations from the same
template.
>> 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 bump-maps
out of Substance.
Miller
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