Creating Buildings in Bryce (Bryce Basics)

Bjornlo

Deity
Joined
Dec 22, 2004
Messages
3,701
Location
Hjørungavåg
How to make buildings for Civ3.

Tools used in this tutorial:
Bryce 5.5 (Free)
http://www.download.com/3120-2016_4-0-1-0.html?qt=bryce&ca=6677
Truespace 3.2 (free / optional)
http://www.download.com/3120-2016_4-0-1-0.html?qt=truespace&ca=6677
UVMapper Classic (Free / Optional)
http://uvmapper.com/downloads.html
Photoshop (not free, but if you can use the Free Gimp or PaintShop Pro just as well) demo version of Photoshop (30day limit)
https://www.adobe.com/cfusion/tdrc/index.cfm?product=photoshop


Chapter 1. Bryce Basics. Can be skipped and referenced as needed
Chapter 2. An introduction to Booleans and basic modeling in Bryce.
Chapter 3. More advanced sculpting / boolean modeling with Primitives.
Chapter 4. Basic texturing. (Bryce materials and material settings)
Chapter 5. More advanced texturing options. (bump mapping, specularity, transparencies, etc)
Chapter 6. Making a building in Truespace. Importing 3d objects in to Bryce.
Chapter 7. Exporting 3d objects out of Bryce and basic useage of UVMapper.
Chapter 8. More advanced uses of UVMapper. Import of UVMapped 3d objects and textures into Bryce.
Chapter 9. Make a building for use in Civ3 (lighting & camera angles, export).
Chapter 10. Preparing a rendered image for use in Civ3 (palette basics, file size, location, civ editor)
Chapter 11. Creating a scene for use as a Wonder Splash.


most chapters are not posted yet, but will follow shortly. In the meantime, download the program(s) and play around a little. Learn the menus, etc
 
To begin with we will poke around a little and see where stuff is.

This chapter can be skipped by those who already know their way around Bryce, or are not curious what is what, and only want to get started making stuff.

Here is the Bryce interface. In my case, this is Bryce 6.1, but it works just as well in Bryce 4 or above. There will be minor interface differences between the versions. If you have a version older than Bryce 5.5, I suggest getting it. I'll just wait here while you do.

Back already? Ok.

If you are using Bryce 5.5 or older you will not see a toolbar across the top. Do not panic. It auto-hides. Just move your mouse to the top of the screen and it will show up.


If you are using a high desktop resolution, your Bryce window might be a little small. Mouse to the top, select the FILE menu and select document set up and set your size to one you like to work in. Do not set it to your desktop size because the "document" size does not take in to account the borders needed for the various tools and buttons. I am writting this on my Laptop. It has a desktop resolution of 1920x1200, and with this I find a workspace of around 1760x1010 seems a good fit. You can change this later. And, you change the image you are making to be larger or smaller.

The along the top are controls for creating and editing objects, along the right side are the view and render controls, the left side has scene options/controls, the bottom has animation and selection controls.


The file menu is where you will find the standard file operations. Load file (including import objects), save file, save image (once you have rendered on), and so on.
The Edit menu is where you will find short ways to copy an object(handy once you get an object in just the right position). Copy and paste materials.
The Objects menu is quick way to get to some of the object properties once you create some objects in your scene. If you look at some of the keyboard shortcuts here, they can be handy to remember.
The edit and objects menu will not be used a lot by most people while they are getting started, but they are handy to remember.

Bryce is a full-screen application. This means it can not be moved from one monitor to another (although it does work on PCs with multiple monitors). On Bryce 5 the only way to go to the background is to use the ALT key plus the TAB key. This is occasionally also neccessary on Bryce 5.5 and newer (most of the time the - (iconify) key works. Tabbing away is useful once you start a render because some of them can take a very long time. And, you might wanna post on CFC while you wait.

If you look across the top you will see (from left to right) the preview window, Create, Edit, "sky & fog".

These 3 "menus" function like tabs. You click on the word and the "tab" you are on changes. By default you will open to the create menu. This is where you place objects in the scene. You will always use Create and Edit. Next to each of these menus you will see little arrows. These are the actual Create, edit and sky menus. While the "tabbed" menu is called a "palette", but to avoid confusion I will only refer to the menu and the screen. So click on Create to go to the Create Screen, or Click on the arrow to go to the Create menu. Do not worry. In a few minutes of playing with it, you will cease to care what they are called. If you click on the edit screen, you will see that some of the objects across the top also menus.

Back on the Create Screen.
You can mouse over the object to see what they are called. (the name appears in the lower left corner)

The first 3 are infinite planes. Air, Water and ground. Infinate planes are shown as medium sized 2d squares, but in the final scene they will render as infinate. You do not need to use any, but they can be handy. By default Bryce opens with a ground plane. Cloud and water can be either a surface or volumetric plane. A surface plane is the same as the ground plane the only difference is the texture applied. A volume plane is basically a 3d object. Like the difference between a cloud bank (volume) and a picture of a cloud painted on a sheet of glass (surface). Volumetrics (stuff with volume which is at least partially transparent) almost always looks better, but takes much longer to render. For example, what if you had the ability to paint in the air so you could paint in 3d.

Imagine painting the cloud. Finding each molecule and getting it just the right shade, right transparency, right amount of refraction and making sure all the while that the layers would all add up to the precise effect you wanted. Contrast this with just taking a sheet of glass and painting a 2d cloud on it and hanging it in the background. Try and use surface objects whenever you can, they usually look good enough.

Next up is a terrain. It looks like a mountain. You can do a lot with these, but they are not needed to make buildings. But, how to use them to make parts will be covered later. Unlike a plane a terrain is not infinite. If you stretch or shrink it, it gets bigger or smaller in the final image.

Next comes a tree. This takes you to the tree-lab where you can generate a tree. Bryce trees are what are made from what is called metaballs. This means they are a bit of a pain in the rear, but look nice. They represent a considerable render hit, so add them sparingly. If you need a lot of trees there are work arounds which I will try to cover later.

Next is a rock. A rock is basically a random 3d mesh. It is no different from any 3d object you import. It can be exported from any version of Bryce. You can change the dimensions of a rock, but not the shape. To get a different shape, you need to create a new random rock (by clicking on the rock icon).

After the rock comes a Double sided terrain. This is sometimes called a Symetrical Lattice or SymLat. It is identical to a terrain, except that the top and bottom are mirror images. Like a terrain you can import a image to use as a height map for it.

Next is the bubbles stacked up. That is for MetaBalls. Those are like primitives, but they have attractors and so flow in to each other as they get closer (or repel each other). It can be used to make organic shapes, but is not as easy to work with nor as precise and so is not well suited to making buildings and so will not be covered.

Next are the 6 primitives. A Sphere, torus, cylinder, cube, pyramid, and cone. These are the building blocks from which 99% of the stuff in Bryce is made (ignoring the stuff made in external modelers).

Next are the 3 2d objects. A circle, a cube, a cube which starts with a picture on it. I consider these to be useless and pointless. I never use them. They do nothing you can not do with a thin box or thin cylinder.

Next are the 5 different types of lights. They can be modified... you can even use a image as a filter to create all sorts of effects.

Finally you may have a link to Daz Studio (varies depending on version of Bryce). Daz Studio is a free human posing program which can be used with Bryce (Daz Studio can be used for other things to). Since it has nothing to do with buildings, I will not cover it here.

Going down the right side:
Next to preview screen are 7 small check marks. If you find a view you like, you can place a check mark in one of the boxes and it will save that view for you.


This view is saved with the file or within the same session of Bryce. If you exit Bryce, and load a new scene, the saved views (camera angles if you wish) are lost. To delete a view, hold down the ALT key and click on the check marks to be removed. You will be using this feature a lot, it is a huge time saver.

Directly under the preview screen is a little arrow indicating a sub menu. Click on it and check out the options. You can turn if off with disable auto updates. Or you can set it to wire frame and some previous view if you are on a slower PC.

Next is the camera selector. There is alos a arrow to the right of this which allows you faster selection of the camera to use. I use this frequently. Very handy to look at stuff from different angles. Has the all import reset views for when you zoom or scroll way out of frame and forgot to use the Saved-Views.

Next is the view position tools. Slide left, right, zoom, and so on. Click on the arrow to review the menu here. It includes editing the camera position, very precise and useful.

Next is a big ball with arrows. This is like a joystick. You use to to reposition your view in the scene. It is particuallarly good if you have the camera set to Directors view and the joystick is set to trackball or center to selection.

Finally there is the 5 spheres. Make sure they are all solid in color. The large button in the middle is the render button. The others just leave alone for now. It should look like this when you render:

The menu to the side here includes useful settings such as render quality settings (default is fine) and gamma correction (disable it).

If you mouse over the controls on the left you can see what they are called. These are used a lot less, so I won't cover most of them.

The hand at the bottom is a handy re-position the scene control. Click and hold the hand with your mouse and you can quickly move up/down, right & left. The plus and minus above that can be used to zoom in and out. Click and hold one to have very fine control over the zoom.

The control above that toggles the display mode. I make stuff in WireFrame and render when I want to see something. Some prefer to have a OpenGL display mode to model in, but I think the performance hit is not worth it. Try both, you might not agree with me.

At the bottom.... in the right most corner is a globe. It toggles between the nearly useless menu with the same icons as the create screen and the animation menu. But, there is one thing on the "useless" menu worth knowing about. The "hide stuff button" also known as the "solo selection" control.

If you are building something complex and getting lost in the details, this can be a sanity saver. Hold down the shift key and select the object or objects you want to see and click the magic button. All other objects will be hidden until you click on that button again. RED means stuff is hidden, green means nothing is.

Also, to select items in the scene. CTRL + mouse = select a single object and list the objects. SHIFT+CTRL + mouse = select multiple objects and list the objects under the mouse. You can move through a scene selecting stuff, not just at a single location. For example, select all the brass objects to add them to a family so you can texture them all at the same time.

Go back to the create screen. Select a pimitive CUBE. (add a cube to the scene)

Next to the cube you will see and A a grey cube 2 strange symbols and an M.

The A is object attributes. Very import for making stuff.

Click on A, and you will see Neutral. positive, negative and intersect. These are the four types of objects. Normal is neutral. It is not affected by other objects. A positive will have part of itself erased by a negative object. A negative object will not be rendered in a scene once it is grouped with a positive one. A intersection is a special case of a negative. Normally when a positive is joined with a negative, the intersection is erased. When a positive and a intersect are joined, the point of intersection is the part which is NOT erased.
The rest of the screen is pretty obvious. Position, location, scale and so on of the object.
The gray square is which family something belongs to. This is very handy once you start texturing stuff, and this will be covered later.
The symbols have to do with animation and so will not be covered.
The M stands for material, and so will be covered later.
 
Now lets do a little "sculpting".

Bryce modeling is based on primitives being used in Boolean operations. But, you can also do Boolean operations on meshes you find out on the net. We will look more at this later.


Primitives are the name given the basic 3d shapes you can start with.
Boolean refers to a mathematical operation, but in this case it refers to ways to join primitives.

The types of Boolean operations Bryce supports are:
Subtraction: A - B (discard the areas of over lap)
Intersection A + B (discard the areas where they do NOT overlap).

To support these operations Bryce supports 4 states.
Neutral: not effected by Boolean operations.
Positive: When grouped with a negative, this is the part which provides the remainder
Negative: when grouped with a positive, this is the portion deleted from the positive object. A negative is not displayed if it is grouped with a positive, even if they do not over lap.
Intersect: Must be grouped with a positive to work right. The areas where the positive and the intersect object overlap defines the new shape created.

For a Boolean operation to take place, the object to be booled must be grouped together. To do this select the objects to group ( use ctrl + shift + left mouse click), then either click on the G (or use ctrl + G) to group them.
Once grouped, negatives will no longer be visible so long as there is a positive in the same group. Multiple negatives may be applied to a single positive. A single positive may impact multiple positives. Negatives do not affect each other, only the positives in the same group.
If a positive and intersect are grouped, only the portions which overlap will be displayed. If they do not over lap, neither will be visible. Multiple insects may be used on a single positive. Multiple positives may be used with a single intersect. Intersects do not affect either other nor negatives, they only affect positives.
Neutrals are not affected by negatives nor intersects. They do not have any impact on how the rest of the Boolean operation(s) interact.
Booleans can be object vs. object, group vs. group or object vs group. A subordinate group (non-neutral group in a bool) may be any charge (neutral, pos, neg, intersect).



To begin, you must have an idea what you are trying to make. You must look at an object and see the basic shapes it is composed of. It is basically like playing with Legos.

To get started:
1 Create a Box


2 Change the size to something more useful and set it to positive.


3 Create a box with these settings (or copy the original box, ctrl C + ctrl V)
And change the settings to:


4 Create a box and make the settings:


5 Create a box with these settings:


6 Add a pyramid with these settings:


7 Add a box with these settings


8 Add a box with these settings


9 Add a box with these settings


Did you notice the object names? Good naming of objects is important. You will hate yourself for skipping this step (if you do skip it) on more complex models.

Now, just for fun, group everything together in a single group.

See how the roof erases part of the steeple? Not desirable. And so care with how things are grouped must be taken.

So, select the two angled roof boxes and the main building (steps 2, 4 & 5) and group them. Rename the group something which makes sense to you. For this one, I suggest churchMainGrp or maybe sanctuaryGrp. Adding a prefix or suffix on groups is very helpful.

Next group everything else (steps 3, 6,7, 8, 9) and name this group something (perhaps steepleGrp or towerGrp).

Now just for fun, group churchMainGrp and steepleGrp together in a new group called “ChruchAllGrp”. Do you see how the Booleans in the various subgroups do not interact with each other? Boolean operations are limited to the exact grouping level they are in.
So churchMainGrp and steepleGrp do not interact because they are both neutral, and so this top level of grouping (in this case) would only be used to save the building to the library for use in other scenes (more on this later).

Next select all the roof objects (steps 4,5,6) and click on the little gray box (the family selection box) and change the family color of the roofs to some other color (perhaps).

Do the same to tower and main building (steps 2 and 3), but do not select the same color as you gave the roof.

Select both steps (7 and 8) and assign them to a 3rd family.

Finally, assign the door to a new family by itself.

Now go to the bottom, and click on the family color control. Select the roof family.

Click on the M or type ctrl + M. This opens the material lab. We won’t really be doing any texturing in this chapter, this is mainly to illustrate how familys work.

In the first little circle click with the mouse. Notice how useless this color picker it. Yuck. So let go of the mouse button and it is gone.
Next hold the control key while you click… well that is semi useful, but not much better.
Finally hold the ctrl + shift key while clicking and you get this:


In the material editor this will look like this;


Do the same to the other family groups…. And here is the result:


Here you see the basic shape. It is not quite ready to become a Civ3 Building, but the basic starting shape has been created in only a few minutes. Using basic colors (not textures) on the various family groups is a very good idea when modeling. It takes next to no time at all render such a building. And, the file sizes of your saved files are much much smaller.
 
Background info chapter is posted with graphics. Basic modeling to follow. While waiting, you might want to reference my tutorial on Truespace 3.2, as it is based on the same type of modeling Bryce supports (booleans with primitives).
 
Great start on the tutorials Bjornlo. If I am following things correctly the way the neutral. positive, negative and intersect attributes work is if you want to make a dome you make a sphere as a positive with a cube as a negative over the bottom portion.
 
Great start on the tutorials Bjornlo. If I am following things correctly the way the neutral. positive, negative and intersect attributes work is if you want to make a dome you make a sphere as a positive with a cube as a negative over the bottom portion.

Sort of. There is a sphere with a round base, in which case you would use a cylinder as a base.

There is a dome with a square base in which case you have two choices.

Best results: take a box of dimensions say 40 and a sphere of dimensions 20
Have the sphere half way into the box (so the box covers the top 1/2 of the sphere).
This thing you made with a dent in it is now a tool to round the top of a cube.
So take another cube of 20x20x20, and make it taller... say 40 (y=40), set it to positive. Set the group (eraser tool) you made to negative and group that. This will make a round dome with a square base.

Alternate Method, use a square base, line up the sphere as close as you can, and then use a series of smaller cubes to slightly round the corners off of the pretruding base

Pictures to follow. I have the pictures mostly done for chap2, will be up tomorrow I hope. Since sculpting is a visual thing, there will be few words.
 
Yes I figured there was multiple ways ofdoing things. I just wanted to make sure I was understanding the neutral. positive, negative and intersect attributes. They seem to work the same way as the attributes do in Adobe Illustrator for creating a new shape from combing different shapes in different ways. Can't wait to see the rest of the tutorials this is really giving a much better insight into how the program works for simple modelling. And I'm sure alot of it will also transfer to other 3D programs.
 
Yes there are a 1000 ways to make something. Some work well, some work not so well. Most of that will sadly be trial and error.

Most 3d programs support booleans. I have used these types of modeling techniques in Lightwave, Truespace and Cinema 4d.

Chapter 2 is up.
 
Could you do one that explains the pseudo-radiosity of B6?
 
Could you do one that explains the pseudo-radiosity of B6?

Radiosity (for those who do not know) is a form of global illumination. High end render programs like Lightwave, Cinema 4d, and so on all have some form of this. Bryce does not.

--

Are you refering to True Ambience (render effect setting under premium settings). Or the side effect of using HDRI/IBL?

TA basically fiddles with the ambience of all materials globally. It can not achieve any form of true global illumination because a object must have light on it at some level for the ambience to work.
For example:

The image in the center is default lighting + True Ambience.
The image on the right is default lighting + a low level light (pure white) with no fall off.
The image on the left is default lighting + HDRI (outdoors).
You can see that TA is not the same as GI, since you can not see the inside of the box nor the front edge of it.
HDRI at very low settings (quality 256, intensity 3, hdri effect 25) almost blows out all the detail on the side of the box facing the lighting. And, the inside of the box is not impacted like it should be with any form of GI.

You can sorta fake it a bit better by using TA a few infinite lights at very low settings which do not cast shadows (just click E and set them as you like), plus blurred transmission (frosted glass).

Does that help?
 
Top Bottom