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March 23, 2013
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stock - geometry construction exercise by skororu stock - geometry construction exercise by skororu
This was my attempt at creating geometry from a number of construction techniques including camera mapping, scaling from known imperial standard theatrical panel and timber dimensions, known actor heights and prop sizes, and then finding agreement between them. It proved to be a very interesting learning experience (I needed the skills obtained here to work on other projects).

I chose Roger Murray-Leach's excellent multi-level set design from the 1970s for its complexity (it was thus a good example to learn from), and the construction was made from standard definition TV imagery and other reference photographs. The construction process was made a little more tricky by various set elements being removed/added/moved or changing design between episodes and series.

There was no real intention to produce renders from this exercise, just to produce raw geometry, but it seemed worthwhile to spend a day or so on basic shaders and lighting to impart the dark feel of the original.

This model requires Blender 2.64 [link] or later to render properly, as it uses the Object Info material node to illuminate a small percentage of the control panel buttons.

Scale: 1 Blender unit = 1 metre.
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:icondicewarrior:
looks excellent, how paper-craft-convertible might this be...?
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:iconskororu:
skororu Apr 10, 2013  Hobbyist General Artist
I'd never thought about that before... It should be possible, once some of the surface detail is replaced with textures giving some larger less complex areas.

I'll give that some thought...
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:icondicewarrior:
thanks :) I know some people would find it useful
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:iconskororu:
skororu Apr 10, 2013  Hobbyist General Artist
So would this normally work by creating the wall-and-floor area as a few discrete pieces (with flaps as appropriate), then using that as a substrate to build perimeter details such as the consoles and steps?
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:icondicewarrior:
Sounds about right, from my experience I would say they are almost like an unstretched UV map with tabs. I don't have a large amount of experience in this field, how the thought occurred was I found your model the same day I was about to order the "Future Freedom Fighter" models from Crooked Dice and I thought, "scenery! cool."

I imagine a combination of folded card, and card glued to foamcore for strength, would be the end result. This is how companies like worldworks games make gaming scenery.
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:iconskororu:
skororu Apr 11, 2013  Hobbyist General Artist
Blender's smart UV project seems to produce nice distortion-free maps.

So it looks like the core meshes would need a little rework and simplification, and having the seams set appropriately - but nothing too tricky.
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:icondicewarrior:
All sounds very plausible, possibly close to a standardised approach to turning any 3D model into a constructible. Which is nice.
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:iconskororu:
skororu Apr 19, 2013  Hobbyist General Artist
Having played with this for a while, I got much better results manually fragmenting and unfolding the simplified meshes (most of the angles are divisible by 15 or 22.5 degrees), compared to using the UV unwrapping tools.
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