Props and Buildings

I am trying to build my props and building but do not know how to either cut holes in the primitives or link them together in order to make them into one so they can be together. Do I require special software?

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,436

    You could use the Geometry Editor tool to select the areas you want to remove, right-click and hide the seelcted polygons (Geometry Visibility sub-menu, I think) and then delete Hidden (Geometry Editing sub-menu I think). You could also just use a transparency map. To go beyond that you would want an actual 3D modelling application.

  • I don't have much experience in Daz, but it does not seem ideal for construction.  This modeler is free, and it is super, super deep: https://www.blender.org/

  • Lissa_xyzLissa_xyz Posts: 6,116

    If you choose the modelling application route, just to help you along, what you'd want is called a boolean operation.

  • SigurdSigurd Posts: 1,089

    Be careful with the boolean operations. They can be done but without some follow up modelling they will often not render well in Daz3d due to its rendering characteristics. You might have to add some vertices to get it to work well.

     

  • SigurdSigurd Posts: 1,089

    I do lots of modelling in Blender and it is quite adequate for most needs that I have had. My $.02.

     

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited June 2016
    Sigurd said:

    Be careful with the boolean operations. They can be done but without some follow up modelling they will often not render well in Daz3d due to its rendering characteristics. You might have to add some vertices to get it to work well.

     

    Yes. I've heard booleans have had a bad rap over the years, but as long as you go through and add in supporting edges where necessary you should be ok.

    Example shown below.

    boolean.PNG
    1600 x 809 - 755K
    boolean2.PNG
    611 x 639 - 22K
    Post edited by Lissa_xyz on
  • SigurdSigurd Posts: 1,089

    Good point Vaskania. That is precisely what I was referring to. Unfortunately, these extra lines can sometimes leave shadows on the final render. It might take some trial and error to get the hang of it. It is a little disheartening to have a killer model in Blender that looks awful when you export it into Daz. You just need to keep working it. I have not found a lot of tutorials dealing with transfering from Blender to Daz. I wish there were more that dealt with these issues.

     

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