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About EAlexander

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    Princeton, NJ

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  1. EAlexander


    Nice @Kevin McAllister! I do the same as your second approach, but instead of converting to nurbs at the end, I simply shell the canopy to a thickness of 1/8th inch.
  2. EAlexander


    Are you talking about sloped gables? Can you show an example photo of what you are trying to build?
  3. EAlexander

    Looking for generic minimal detail 3D people

    Here's some you can have. Not perfect, but they have served me well over the years. Blocky_People_01.vwx.zip
  4. EAlexander

    Crowd / Audience Plugin

    I do this in Cinema4D with the Cloner tool that lets you duplicate instances of objects (similar to symbols) without all the geometry overhead. I don't know that VW is up to the task of that much geo without significant slowdown. Even just viewport tumbling. This is where I think you jump off from CAD software into visualization software and while it's nice to think of it all in one package, I find that is rarely the case in reality. I mention Cinema4D since it is very compatible with VW (and even owned by the same company on a higher level).
  5. EAlexander

    2D to 3D design times

    I try to never charge based on time - some union contracts require it to be set up as a day rate though. With time - someone is always losing. If I'm really slow...that might not fair to the client. If I'm really fast, that might not be fair to me. I try to assess the value of what I am providing - keeping an internal estimate of time in mind. Project complexity and provided details drive a lot of this as well. That said - I agree with Pat somewhat. If forced to think about time, I estimate what I think and then double it. e.
  6. EAlexander

    Any C4D users here?

    No uv unwrapping needed. In C4D I would do this as two materials: First the grey base color - apply that to your geometry and you can set the Projection type to UV or Cubic - since it is a solid color, it doesn't matter. For the decal, make a separate material with your JPEG as the diffuse channel. Apply it to the geometry and you should get a second tag right next to your base grey. Set the projection type for this tag to FLAT - be sure to uncheck Tile. Then switch from Model mode to Texture mode and enable Axis mode (buttons on the left side of viewport) - you should now be able to scale, rotate and position your decal on your geometry. See attached. e.
  7. EAlexander

    Red fill and big line weight in Viewports

    Edit the SECTION STYLE class that was created when you cut your section - it defaults to a red fill with Very heavy line weight.
  8. EAlexander

    Lineweight in viewports

    Also - check your Sheet layer DPI - this can affect line weight as well. By default - each sheet is set to 72 DPI - so upping it to 200 or 300 will make for finer lines in Open GL and section viewports. Just right click on the sheet layer name in the navigation palette and choose edit. And - by default - the Section Style class that gets applied to sections cuts has a default line weight of 1.02 which is like drafting with a crayon - so editing that class can help for sections. e.
  9. EAlexander

    Tutorial: Elevations and Sections from 3D for Film & TV

    @Andy Broomell - Thank you very much for the kind words and the careful and thoughtful post. That ship drafting is amazing - and looks great. I am doing the same kind of thing where the model lives on the master model layers a but hen gets duplicated to "elevation" layers to slice up into the viewports. This seems to work well and lots of times I need to distribute the model without that stuff in there - so it's easy and tidy to purge it out before sending. RE: DPI -my understanding is that section viewports and, of course, viewports with render styles are being "rendered" by the engine - so DPI comes into play there for sure. Thanks again for you insights - really like your drafting style. e.
  10. EAlexander

    Tutorial: Elevations and Sections from 3D for Film & TV

    Hi Alan - thanks! yes, I work at low DPI and then crank it up for final publishing usually. Thanks for the VR tip too - I'm exploring that soon in Cinema 4D for another project. Currently I push my VWX model to Sketchfab for client review. e.
  11. EAlexander

    Tutorial: Elevations and Sections from 3D for Film & TV

    Take a look at the video I posted - Convert Copy to Lines is exactly that function you are talking about from Rhino. You can just watch the first few minutes and see what I'm doing there. e.
  12. This is killing me today! Please, people, up vote this!
  13. EAlexander

    Tutorial: Elevations and Sections from 3D for Film & TV

    Grant - Thank you! That would be great - I would love to take a look at how you set up that file and see how the viewports run on my various computers. I can promise the utmost confidentiality and won't share it with anyone else. design.alexander at g mail dot com How can I return the favor? Maybe we can nerd out over screen share about cinema rendering technique sometime or? Let me know - I know everyones time is a commodity. e.
  14. EAlexander

    Tutorial: Elevations and Sections from 3D for Film & TV

    Thanks Grant - I looked around your website - lots of nice drafting in there! In the example you show - I agree - live viewports all the way. However - that is just one view of one wall. What my training clients are coming to me with is a plate that has 5 walls on it and each wall has a plan, side, front elevations, one or two sections per wall and then some full scale details here and there. So one 36x42 plate could have 20 viewports per plate. On large shows or movies - there could be 10 of those plates in the overall packet. So what I'm trying to figure out is which is better - waiting for all those viewports to update and populate through the drawing - or using the convert to line method and putting the extra time into that process. There is certainly less room for error with live viewports - so maybe it comes down to hardware power. I don't think there is an overall right answer, and it is great to see different workflows and points of view. Thanks to everyone who has contributed to this tread so far. e.