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01/04/2017 16:08:19

theotherguy
theotherguy
Posts: 176
Hi y'all, I've been trying to make my own sets and I know the basics of creating the walls, floors and ceilings, and getting them more-or-less in the right positions.

The problems arise when I put two walls together at right angles and there is a crack in the corner where they don't quite meet, it is very hard to close the crack by sliding or pivoting the wall, sometimes the ground plane (floor) seems to be getting in the way but moving it can be very hazardous and can easily mess up the whole set, especially if it's full of objects and characters.

Is there an agony-free method of joining walls at 90 degrees with nice square corners? Is there a better way to make sets i.e. make a big floor and put everything in the middle?

I've seen other peoples sets and they're elaborate and perfect, I just want to make 4 walled boxes with floors and ceilings that I map images on.
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01/04/2017 16:51:07

ikesMuvizu mogul
ikes
Posts: 282
Hi theotherguy,

Maybe you could use the cube from my primitive shapes set. It supports UV maps with transparency.

http://www.muvizu.com/Set/48197/Transparent-UV-mapped-primitives
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01/04/2017 18:22:10

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
I feel your pain, that's one that always bites me in the butt too. Have you tried just downloading one of the existing sets from the store and changing the textures to meet your needs?
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01/04/2017 19:32:27

theotherguy
theotherguy
Posts: 176
Thanks Ikes but I'm better off using individual walls as I'm recreating an actual room and given the 1024 x 1024 limit of textures I think making a wrap-around texture will be too grainy. Pat, I've modified one existing set file "Modern Apartment Black and White" by Rakbru quite a bit, I'm using it in an upcoming short. I wish I had the skills that he/she does, it's just amazing.

I've managed with trial and error (with an emphasis on error!) to get my own set sorted out. I have locked everything down and won't mess with it again. Once it's depopulated I'll offer it for others to use.
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01/04/2017 20:42:24

doby
doby
Posts: 34
theotherguy wrote:
Thanks Ikes but I'm better off using individual walls as I'm recreating an actual room and given the 1024 x 1024 limit of textures I think making a wrap-around texture will be too grainy. Pat, I've modified one existing set file "Modern Apartment Black and White" by Rakbru quite a bit, I'm using it in an upcoming short. I wish I had the skills that he/she does, it's just amazing.

I've managed with trial and error (with an emphasis on error!) to get my own set sorted out. I have locked everything down and won't mess with it again. Once it's depopulated I'll offer it for others to use.



I had the same idea, and started building it in SketchUp! My problem is when I export it as .ase with the plugin o course, it comes out with strange shadows on it. Thought about exporting it to Collada, bringing it into Blender and exporting it to .fbx, or maybe .ase with the new export plug in, but haven't gotten that far.

Edit: Tried using FBX converter but couldn't put furniture in it. Collision issues I guess, but I could put a character in it.
edited by doby on 01/04/2017
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01/04/2017 21:54:13

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
regarding the strange shadows:
https://www.muvizu.com/Wiki/wiki/100/import-objects-strange-shadows-on-imported-models
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01/04/2017 22:00:38

doby
doby
Posts: 34
PatMarrNC wrote:



I see! I have so many lines in the house though... will check it out! Thanks!
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01/04/2017 22:17:58

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
another thing that cleared up a lot of weird shadows in my models was UVMapping. When you apply color without UVMapping first, its as though light treats all the surfaces as though they are facing forward (when they aren't)

After UVMapping, the light is applied to the surfaces with consideration to the vectors, which eliminates a lot of visual anomalies.

That might not be a 100% technically correct description, but whatever the true reasons may be, I can say for sure that UVMapping makes a positive difference in a model's appearance.
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02/04/2017 01:56:37

doby
doby
Posts: 34
PatMarrNC wrote:
another thing that cleared up a lot of weird shadows in my models was UVMapping. When you apply color without UVMapping first, its as though light treats all the surfaces as though they are facing forward (when they aren't)

After UVMapping, the light is applied to the surfaces with consideration to the vectors, which eliminates a lot of visual anomalies.

That might not be a 100% technically correct description, but whatever the true reasons may be, I can say for sure that UVMapping makes a positive difference in a model's appearance.



Good to know, thanks!
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02/04/2017 15:45:44

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
is there any interest in a modular set with UVMapped walls and floor that can be used standalone as a simple 3 or 4 wall set... but which can also be combined together into a multi- room house?

I started it a while back but never finished.. if there's any interest I could probably have it in the store by Monday or Tuesday...

As a model, the walls would naturally be attached at the corners. If you combined several copies of it into different rooms, you might have to take care to avoid gaps though.

To make a 4 wall set into a 3 wall sitcom-style set, just apply an alpha texture to one of the walls.
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02/04/2017 16:24:32

theotherguy
theotherguy
Posts: 176
PatMarrNC wrote:
is there any interest in a modular set with UVMapped walls and floor that can be used standalone as a simple 3 or 4 wall set... but which can also be combined together into a multi- room house?

I started it a while back but never finished.. if there's any interest I could probably have it in the store by Monday or Tuesday...

As a model, the walls would naturally be attached at the corners. If you combined several copies of it into different rooms, you might have to take care to avoid gaps though.

To make a 4 wall set into a 3 wall sitcom-style set, just apply an alpha texture to one of the walls.



I'm not sure how helpful that would be, at least in my case, if the walls don't behave like individual objects. Getting things to be the right scale in Muvizu is always tricky, the limitations imposed by the size of the images (1024x1024 ) that can be mapped to objects is a factor.

I'm going to try a new process someone has suggested, after I finish my current project, it might do the trick. In the meantime making the ground planes (floor) bigger than the structure makes things way easier
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03/04/2017 02:25:21

doby
doby
Posts: 34
PatMarrNC wrote:
is there any interest in a modular set with UVMapped walls and floor that can be used standalone as a simple 3 or 4 wall set... but which can also be combined together into a multi- room house?

I started it a while back but never finished.. if there's any interest I could probably have it in the store by Monday or Tuesday...

As a model, the walls would naturally be attached at the corners. If you combined several copies of it into different rooms, you might have to take care to avoid gaps though.

To make a 4 wall set into a 3 wall sitcom-style set, just apply an alpha texture to one of the walls.



Sure!
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03/04/2017 11:06:42

ritsmer
ritsmer
Posts: 110
PatMarrNC wrote:
is there any interest in a modular set with UVMapped walls and floor that can be used standalone as a simple 3 or 4 wall set... but which can also be combined together into a multi- room house?

I started it a while back but never finished.. if there's any interest I could probably have it in the store by Monday or Tuesday...

As a model, the walls would naturally be attached at the corners. If you combined several copies of it into different rooms, you might have to take care to avoid gaps though.

To make a 4 wall set into a 3 wall sitcom-style set, just apply an alpha texture to one of the walls.

Oh, yes please - and thank you
edited by ritsmer on 03/04/2017
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