Anywhere I can get more primitive shapes?

DareDare Posts: 0
edited December 1969 in The Commons

So, in essence, the above. I'm wondering if it's possible to get more prims for DAZ. Specifically things like hollow cylinders, half cylinders, hollow cylinders cut in half, and a hollow cylinder tapered like a hypodermic needle. I've tried to create these in wings3d, but whenever I do this and export to .obj, it looks terribly mutilated and deformed- and nothing like the rigid metallic structure I'll need.

Hay any vendor made these, or am I just stuck?

Comments

  • DareDare Posts: 0
    edited December 1969

    Okay, that's gotta be the fastest forum reply I've ever had. How easy is Hexagon to use?

  • ManStanManStan Posts: 0
    edited December 1969

    Fairly easy, it's my modeler of choice and is designed to use the studio/hex bridge. Warning, you may end up making more then simple shapes with it ;)

  • DareDare Posts: 0
    edited December 1969

    *laughs* I'd be happy learning to make my own items. I'm just wary, is all. XD

  • ChoholeChohole Posts: 33,604
    edited July 2012

    A guy who goes by the name of space bones has made all sorts of alternative prims. He has a gallery at ShareCG, so you can tell they come at a good price

    http://www.sharecg.com/pf/full_uploads.php?pf_user_name=spacebones

    Edited to add you will have to brows through, as he has a large amount of stuff there, but I think the prims are from about page 9 backwards

    Post edited by Chohole on
  • edited December 1969

    chohole said:
    A guy who goes by the name of space bones has made all sorts of alternative prims. He has a gallery at ShareCG, so you can tell they come at a good price

    http://www.sharecg.com/pf/full_uploads.php?pf_user_name=spacebones

    Edited to add you will have to brows through, as he has a large amount of stuff there, but I think the prims are from about page 9 backwards

    I had never heard of SpaceBones before, TY for posting that.. Excellent resource, amazed I had missed it before. :)
    Sorted by date, 3d objects filter, the prims started on page 5. Here's some links for quick access:

    http://www.sharecg.com/v/15328/gallery/5/3D-Model/Enhanced-Primitives-1
    http://www.sharecg.com/v/14748/gallery/5/3D-Model/Helix
    http://www.sharecg.com/v/9771/gallery/5/3D-Model/Various-objects
    http://www.sharecg.com/v/9915/gallery/5/3D-Model/Profiled-Rings
    http://www.sharecg.com/v/12780/gallery/5/3D-Model/Rounded-Edges
    http://www.sharecg.com/v/20236/gallery/5/3D-Model/Shapes-of-the-60ies

    He also has a bunch or models and symbols built for various proggy's, and in obj format. Great gallery and find.

    Hexagon note: If you've used other 3d programs, Hexagon will really be pretty easy. I typically used Wings and Milkshape when I could, but they got to be a pain in the -
    So I'm glad i gave Hex a try, and that Daz put it out the way they did. It's really not a hard program to get going in, and the bridge between it and D|S come in very handy.

  • cwichuracwichura Posts: 1,042
    edited December 1969

    Another thing to keep in mind is the polygon group editor in Studio itself. For things like the hollow cylinder you mentioned, you can create a cylinder primitive and then use the PGE to select the polys in the ends of the cylinder and assign them to a new surface. That surface can then have its opacity set to 0 to make it invisible. Won't necessarily work for "complex" primitives, but still a useful tool to make the existing primitives in Studio more flexible.

  • DWGDWG Posts: 770
    edited December 1969

    I'll echo the thanks to Cho for the Spacebones link, plenty of useful stuff there, not just primitives - the symbols should be something most people can potentially find a use for. And for those who use Bryce that looks like a real treasure trove.

    And Cwichura's idea of using the polygon group editor is a really good one, I'd never thought of applying it to primitives, but the potential is apparent as soon as it is pointed out.

  • DWGDWG Posts: 770
    edited December 1969

    cwichura said:
    Another thing to keep in mind is the polygon group editor in Studio itself. For things like the hollow cylinder you mentioned, you can create a cylinder primitive and then use the PGE to select the polys in the ends of the cylinder and assign them to a new surface. That surface can then have its opacity set to 0 to make it invisible. Won't necessarily work for "complex" primitives, but still a useful tool to make the existing primitives in Studio more flexible.

    I haven't tried it, but if you wanted a hollow cylinder with visible depth to the walls, then two concentric hollow cylinders (inner surface and outer surface) treated as cwichura describes, with a torus to fill the gap between them at the end may be workable.

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