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From: BurrMan
Made a solid out of your model. It took some work, but succeeded!
![](get_attachment.php?webtag=MOI&hash=40ac04b2b954e4da644df2cee19e397a&filename=to solid.jpg)
Image Attachments:
to solid.jpg
From: Elang
Michael,
Understood completely. We still have to do quite works to achieve the wanted result.
However, I have a feeling that it could be a fine feature addition for v5, so please included it.
Thank you.
BurrMan,
Nice and thank you! I know I was clumsy at many points in building the model. I don't have the building drawing plan, so it was modeled with google images as references.
From: pixelhouse
Hi @all
I have tested out the workflow I posted in this thread.
I have created a volume with cinema 4d and exported this as an obj -> import to ZBrush to render a depth map (make sure the document size is big enought 2048x2048 or 4096x4096...)
Load the depth map in the alpha for the brush. Set the brush to DragRect. Create a plane and subdivide seven times. Drag the image with the brush out of the center of the plane.
The volume creation in cinema need a lot polygons to get fine details. In my case I have 2.400.000 Polygons. But I thik, take more for a better result.
The result is the following
Image Attachments:
screenshot01.JPG
screenshot02.JPG
From: BurrMan
I brought my 3dcoat model up to 9 million poly's and still had issues with some detail.
The disparity in size from overall size to detail is great.
Probably best to just model this in poly's from the start if the intended result is to use it this way...
From: Elang
Hi PixelHouse, that's pretty clean and neat model !
BurrMan,
That was my first thought. But knowing my lil brother, he tent to change his mind so I decided to model the 'real one' in case he wanted to change the perspective view.
From: pixelhouse
Yes, the problems are the small details like the decoration grid. In my case thie grid isn't square, its more smooth and rounded.
The stair railing is another problem that can be solved also with more polygons.
I think Blender have the possibilities to do this job too, but my experience in Blender are to limited to show a way to do this in Blender.
Thank you Elang :)
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