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Old 05-07-2008, 09:50 AM   #11 (permalink)
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tnpir4002 it's a beautiful work. I'm actually trying to make my own fan TNG mesh episode and if there's any way you could upload this interiors as 3Ds I would be thankful because it's just what I'm looking for.
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Old 05-07-2008, 10:53 AM   #12 (permalink)
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Everyone says that...and unfortunately I have to make the same response I always do:

I use Bryce as my modeling platform and it can't export to any format other than BR6. Bryce DOES have a rudimentary OBJ/3DS exporter but it would only export one component at a time. For example, on the bridge...I couldn't export the whole thing as one 3DS or OBJ group. The only thing I COULD do would be to export the tactical station railing, the tactical station stand, the main wall around the room, the turbolift alcove walls, and so forth--EVERYTHING as its own individual object.

I don't have the patience for that, and if you can find me someone who has patience enough to then re-import everything (and re-scale it since Bryce doesn't make everything the same size when it exports), I'd check to see if they had pointed ears or if their brain ran on positronic circuitry.

As much as I'd like to, to release them in that format is currently beyond my capabilities. Sorry! :-(

Now if anyone knows how to convert Bryce's proprietary format to something else I'm all ears!
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Old 05-07-2008, 12:25 PM   #13 (permalink)
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Quote:
Originally Posted by tnpir4002 View Post
Everyone says that...and unfortunately I have to make the same response I always do:

I use Bryce as my modeling platform and it can't export to any format other than BR6. Bryce DOES have a rudimentary OBJ/3DS exporter but it would only export one component at a time.
Yes people, itīs true. Look at this Brycetech: Bryce Export, and see how difficult and painfull an export can be when using bryce. I understand you tnpir4002

Back on topic, you have made an impressive job, no doubt.

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Old 05-07-2008, 09:10 PM   #14 (permalink)
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well maybe we compromise
maybe you can release it in the Bryce format.
then people who use the free bryce 5.5 version,
or even daz studio can use the models
cause both programs can use any bryce format
and i think that daz studio can export the bryce stuff into other formats
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Old 05-07-2008, 10:03 PM   #15 (permalink)
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Unfortunately that won't work either. In order for an installation of Bryce to be able to read what I've built, it has to be version 6.2 or later, as this is the version all of my current materials were set up to work with. Experience shows that a comparitively small portion of the modeling populace have Bryce 6, so for this reason I have no plans to release my sets in any format.

Sorry!
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Old 05-07-2008, 10:17 PM   #16 (permalink)
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Fantastic work! Your interiors are very well lit, which is something most people have significant difficulties with. I would suggest eliminating the reflectivity on the ceiling light panels, however; makes them look kind of weird.

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Old 05-07-2008, 10:22 PM   #17 (permalink)
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SeanR: you're right, that's something I'd never really paid much attention to, but now that you mention it you're right. It's something that's easy to fix though.

And as for lighting...I'm glad you noticed that, the lighting in all these scenes is done with absolute realism in mind. I know that in the various shows they have to fake it with reflective panels offcamera, which sometimes is why the lighting is different from one shot to the next; so with that I decided I wanted all my sets to have real-looking lighting, which combined the look and feel of the films and series with functionality that would make everything easy to see without extra help.

Thanks for noticing :-)

I could tell you about some lighting adventures, believe me...one of my other side projects is a replica of the set and studio from THe Price is Right and lighting that thing has been a challenge from the very first. I'm getting some help from the inside and they're telling me that they've got over a hundred lights on the stage and on the audience area--each--and to recreate that accurately is doing to take some doing, to say the least. Lighting director Tim Sheldon is preparing an AutoCad map of their lights for me to base my lighting grid off of, so with luck my problems there will be solved fairly soon.

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Old 05-07-2008, 10:49 PM   #18 (permalink)
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I like where you are going with this. The real question is why you are trying so hard to make this a "Star Trek" fan-film, when with only a few changes, you can have a decent treatment for an independent film- something that can even make it to the big screen, and make you money

I like the work, tho, but how are you planning on getting actors to play such well known characters from star trek, and are you gonna be using bluescreen and virtual sets, or building the real thing?
how are you financing this project?

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Old 05-07-2008, 10:54 PM   #19 (permalink)
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All of this is being done in CGI, with voice actors playing all character roles. I share a measure of personal involvement with the subject matter (parts of this are based on real events) but it's being told through the eyes of a Star Trek-era character to make it fun and a good hour of television.

Honestly I just want to show off my work and have something good to put on my resume :-) I don't want to be a screenwriter, just a graphic designer with delusions of grandeur...haha
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Old 05-07-2008, 11:05 PM   #20 (permalink)
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Oh. Well, how are you animating the people? Are you using established (human) figures, or doing your own animation from scratch? Check your PM's.

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