Further playing with what I’ve put together so far.
This time just seeing how the different material zone choices plus my proposition to save the model with 6 camera memory dot views and 4 sky memory dots will make the model very versatile and moods can be changed within very little amount of work.
Super results, Savage...a sign of an artist/modeller in control of his skill. I like the Evening one best, and its roof, too, but, I don’t kinow what it is, the vertically staggered brickwork on the corners is a distraction to my eye as they don’t fit in with the exotic overall feel to the building, which has a wonderful ‘Arabian Nights’ ambience to it. But, that’s just me, and each to his/her own, of course. Now, all we need is a story from Scheherazade to add to your model
Just a few modeling tips.
I too prefer Bryce and I love Bryce style modeling. However even if your model is for us only within Bryce it is well worth the time to model the object in another program. The reason is memory useage. A Bryce object is typically 10-1000 times more ploygon + object intensive then a mesh made in another program.
Converting Byrce objects to meshes is not stable and can lead to some very strange results.
Amongs these include:
reveresed normals (a polygon only visible from the “wrong” side.
A fly away point. Where the location of one of the points will be far away from where it was prior to conversion.
Missing polygons. Some polygons are just lost in the conversion. Not a reversed normal, simply not there.
Finally there is the quality of the resulting mesh. Suffice it to say it is “not good”. The poly/point count will remain MUCH larger then the same object created using the same techniques in another modeler.
Given that you modeled this in Bryce it might be interesting to know that the modeler which allows the closest to Bryce style modeling is Cinema 4d. It is the modeler most friendly to the use of boolean style modeling. You can use the same type of “stretch/compress” techniques too.
The advantages of a cleaner mesh are several. It is faster and easier for people to work with. It can still be saved as an OBP. With good selection of regions and where the individual mesh components are you can still use Bryce procedurals. Plus it opens up the mesh for advanced texturing mapping / UV Mapping either via the modeling tool or one of the free programs. And the biggie would be the salability of your creation. A texture mapped OBJ or 3ds mesh can be used in lots of programs meaning many more potential customers.
Finally for releaseing/shareing, have you considered sharecg.com?
I have shared a few objects on there and can recommend it. You get rather to see how many click on it, how many download it, etc… You can also post links to your shared object in other locations. Including renderosity and the freebie forums here.
I know you’re doing this in spare time but you are putting a lot of effort into it and it’s looking really good I think I’m going to have to agree with Frank on this and say you should reconsider selling it vs giving it away.
@LHD: If I was money minded I’d be working all the time and then I wouldn’t have time to make free stuff.
@ Wancow: Thanks. It’ll need testing properly and I don’t use DS or the bridge, but there may well be the option to load it into Bryce then send it to DS over the bridge. Materials will most likely need tweaking afterwards because I’ll be using Bryce procedurals and as far as I know DS doesn’t like those much.
As David says “yes”.
The problem being that this model is 99.9% Bryce primitives and not mesh objects so it won’t export directly without a fair amount of work to convert all the primitives to meshes.
Having said that, when it’s complete. I’ll be encouraging people to do whatever they want with it as long as they pass the result on free, so if anyone fancies converting it, that’ll be cool.