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"Mike Miller" <mil### [at] gmail com> wrote:
> "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
I seem to be dropping sentences when I use line returns in my responses. My
previewed messages look OK except for the mis-spells. :) ?
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