In this tutorial, you will be introduced to a method of making a building. This building is the one used in the "Stormy Night" image in the gallery. Hopefully, by the time you complete this tutorial you will be able to make a nice building in Bryce while keeping in mind some basic art and scene balance considerations.
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| First create a
cube and make it positive. This will be the bottom of the building later.
Decide where you want to have windows and doors. Then put negative cubes in those areas so that later you can put in glass windows and doors if you want to you can see inside of the building. |
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| Group these cubes
to give the basic boolean building shape. Don't forget to name these cubes and groups! Later you will be really glad you did! For example, I used the names windowcut1 and wallbase1. When you duplicate the windowcut1 cube Bryce will automatically name the duplicate windowcut2. If you duplicate again..it will be windowcut3, etc. Remember this little tip when naming objects. It's EXTREMELY useful. |
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| Then apply a large
image map to the cube for the bricks. If a small image map is used, the repeating
pattern will be easily visible to a viewer. Notice the "replay" in the texture? This is due to using small image map and changing the material frequency to make smaller bricks. This image map was around 380 x 380 pixels in size. |
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| This image map is
2560 x 1700 pixels in size. The large size was to reduce "replay" in
the building brick texture. I spent several hours making it by cutting, pasting and
rotating individual bricks in Corel PhotoPaint. If you look closely, you can see the map "replay" but it's definitely not as apparent as the previous image. Keep this in mind when making your building. |
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| You can build the window frame out of primitives if you desire. However, each window frame will require many objects to look realistic and nice. Also to build each window frame will enlarge the file size considerably and increase render time as Bryce draws around each primitive. I chose to use a lattice as the basis of my window frame because it is only one object to create an elaborate window frame. | |
| Using an image
editor such as Corel PhotoPaint, create a grayscale image to use as the basis of a Lattice
for the window frames. Apply a slight Gaussian Blur before saving the file. This grayscale was originally created at 256 x 256 pixel resolution then when I imported it into Bryce, I changed the resolution to 1024 x 1024. |
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| Apply a stone
material to the lattice.
You could have created this in the terrain editor itself, however it is LOTS faster to do it in an image editor. |
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| Don't forget to clip the terrain base. | ![]() |
| Create a window pane and some cross sections for the glass. Position it so that it is inside of the window frame object. | ![]() |
| Group the window pane object and the window frame object. Name that group! Then duplicate and reposition, resize, and rotate each duplicate to intersect the window cut openings you made in the building. | ![]() |
| For this particular building, duplicate and resize one of the window frames to cover the large door opening. Add a few steps if you want. |
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| Then create a door object. Just as you did with the window pane, align the door with the door frame. | |
| Group the door
frame and door and align it with the opening in the building. Since this door was in the background of the image there is little detail here, however make your door as detailed as you wish. |
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