And here is the mesh of a porch that I made. It loosely follows a Dreamlight tutorial, except I modeled the screen door and main door so they can be rigged and opened/closed. Same for windows.
That's a really nice vigenette, Diomede. I'm assuming that things like the door frames, railing posts, etc. are modeled as seperate objects? The edge flow looks pretty good, but it's hard to tell for sure with all the objects visible. Still really well done as a learning project!
"Overall, I am very happy that I am putting in the time to get more comfortable with the tools and interface in Hexagon. Still need to figure out when I need to hit Apply, Accept, or click a lightening bolt. Will come with practice."
All you have to remember is you click the lightning bolt when you're finished and save often :)
Here's another tutorial on making a car, there should of been a part 4 (cannot remember why Gary did not finish the set).
In my Jon's WIP thread, I also pointed out a YouTube tutorial I found really helpful by Kevin Gallant (testedpancake). The modeler uses Blender, but the approach he uses is helpful and he explains WHY he does certain things which is more useful than just saying "Do this..." It's also a really long series so goes from beginning to end on the whole project.
Question regarding Daz bridge and intermediate saves.
What is the best practice for intermediate saves when modeling smart props and conforming clothes for Daz figures? Do folks use the bridge, or do you save a separate obj dummy? Is there a way to do intermediate saves without the bloat of the reference figure?
Sort of related. Do you use Hexagon to UV map? If not, does it affect your use of the Daz Studio Bridge?
I use the bridge to make morphs for Daz Studio, I have quite a few GF8's OBJs in various poses (sitting for when I want to make a chair). Going by all the tutorials I've seen they all use a manakin to make clothes.
Hexagon is a lot more stable than it used to be but I have got into the habit of saving (Save As and overwrite the file normally).
1. Save As ... then right away 'save' ... then occasionally save, often incre-save ... and if project is huge, now and then export out some .obj as backup files 'just in case' ...
2. For making clothes, yes the use of a 'dummy' helps keep down the memory usage in Hexagon. One can strip it of all textures, apply a single or multiple shading domains to it as you please ... all parts merged together as one {delete unnessary things like the tongue, mouth, etc. - leave the external eyeballs though, looks weird with no eyes}
3. Figure for making clothing ... DEFAULT pose only. No extra morphs, poses, etc. Clothing is modeled to that default figure. IF it was sent over the bridge it is going to be at base resolution so for clothing I prefer to use an .obj at high resolution that was exported out from D/S and then imported into Hexagon. It takes a free attempts to get the export/import and then export/import ratios working since something got messed up since way back when. The developers are aware of this but not to expect any corrections anytime soon, and yes I said soon. 'cause ... so ... final concept is that the clothing being made MUST 'land on figure in default pose' in D/S before trying to rig it.
Comments
And here is the mesh of a porch that I made. It loosely follows a Dreamlight tutorial, except I modeled the screen door and main door so they can be rigged and opened/closed. Same for windows.
That's a really nice vigenette, Diomede. I'm assuming that things like the door frames, railing posts, etc. are modeled as seperate objects? The edge flow looks pretty good, but it's hard to tell for sure with all the objects visible. Still really well done as a learning project!
"Overall, I am very happy that I am putting in the time to get more comfortable with the tools and interface in Hexagon. Still need to figure out when I need to hit Apply, Accept, or click a lightening bolt. Will come with practice."
All you have to remember is you click the lightning bolt when you're finished and save often :)
Here's another tutorial on making a car, there should of been a part 4 (cannot remember why Gary did not finish the set).
1 - https://www.youtube.com/watch?v=cJriCiZ21t4
2 - https://www.youtube.com/watch?v=VFsR3KkLhKc
3 - https://www.youtube.com/watch?v=VFsR3KkLhKc
Thank you, JonnyRay andWee Dangerous John, for the encouragement and the helpful links. Much appreciated.
In my Jon's WIP thread, I also pointed out a YouTube tutorial I found really helpful by Kevin Gallant (testedpancake). The modeler uses Blender, but the approach he uses is helpful and he explains WHY he does certain things which is more useful than just saying "Do this..." It's also a really long series so goes from beginning to end on the whole project.
Had a pause in my Hexagon lessons while I set up a new computer. I have the Hexagon public build installed now and am up and running.
Woohoo.
your new PC is so fast you will model something before you even think of it!
awesome
The new PC helps with rendering speed, and with assembling scenes. Alas, my modeling is slow because I am slow. Not much I can do about that.
On the other hand, I LOVE MY NEW PC!
Question regarding Daz bridge and intermediate saves.
What is the best practice for intermediate saves when modeling smart props and conforming clothes for Daz figures? Do folks use the bridge, or do you save a separate obj dummy? Is there a way to do intermediate saves without the bloat of the reference figure?
Sort of related. Do you use Hexagon to UV map? If not, does it affect your use of the Daz Studio Bridge?
I use the bridge to make morphs for Daz Studio, I have quite a few GF8's OBJs in various poses (sitting for when I want to make a chair). Going by all the tutorials I've seen they all use a manakin to make clothes.
Hexagon is a lot more stable than it used to be but I have got into the habit of saving (Save As and overwrite the file normally).
I'm not using the beta.
1. Save As ... then right away 'save' ... then occasionally save, often incre-save ... and if project is huge, now and then export out some .obj as backup files 'just in case' ...
2. For making clothes, yes the use of a 'dummy' helps keep down the memory usage in Hexagon. One can strip it of all textures, apply a single or multiple shading domains to it as you please ... all parts merged together as one {delete unnessary things like the tongue, mouth, etc. - leave the external eyeballs though, looks weird with no eyes}
3. Figure for making clothing ... DEFAULT pose only. No extra morphs, poses, etc. Clothing is modeled to that default figure. IF it was sent over the bridge it is going to be at base resolution so for clothing I prefer to use an .obj at high resolution that was exported out from D/S and then imported into Hexagon. It takes a free attempts to get the export/import and then export/import ratios working since something got messed up since way back when. The developers are aware of this but not to expect any corrections anytime soon, and yes I said soon. 'cause ... so ... final concept is that the clothing being made MUST 'land on figure in default pose' in D/S before trying to rig it.
Thank you both