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guide:doga_tips [2021/03/17 06:52] – [Techniques for the Last 20%] whisperguide:doga_tips [2022/02/03 11:26] – [Stacking] whisper
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 [[art:doga]] is a program that's great for making pretty cool 3D art in not a lot of time. It's somewhere between a real 3D modeling tool and legos. It's also pretty easy to use and is a lot of fun! [[art:doga]] is a program that's great for making pretty cool 3D art in not a lot of time. It's somewhere between a real 3D modeling tool and legos. It's also pretty easy to use and is a lot of fun!
  
-You can get started here: [[art:doga#getting_doga]]. There are other parts out on the internet, but they're hard to track down. If you missed it, you can get the 'SARP DOGA' pack from [[https://stararmy.com/roleplay-forum/threads/doga-links-and-render-art.558/|here]].+You can get started here: [[art:doga#getting_doga|Getting DOGA]]. There are other parts out on the internet, but they're hard to track down. If you missed it, you can get the 'SARP DOGA' pack from [[https://stararmy.com/roleplay-forum/threads/doga-links-and-render-art.558/|here]].
  
  
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 {{ :guide:tutorial_2.png |}} {{ :guide:tutorial_2.png |}}
  
-That's the same part from above scaled, rotated, and stacked. No idea what it is, but it's got a near look.+That's the same part from above scaled, rotated, and stacked. No idea what it is, but it's got a neat look.
  
 ==== Duplicate, Duplicate, Duplicate ==== ==== Duplicate, Duplicate, Duplicate ====
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 Adding a small detail to a piece suddenly makes it look larger. Adding a big detail to a piece might make it shrink. Add too many details and it might start to look too busy or grungy - not enough and it looks too clean. Sometimes, 'too clean' or 'too grungy' is exactly what we want, so don't be scared to experiment. Adding a small detail to a piece suddenly makes it look larger. Adding a big detail to a piece might make it shrink. Add too many details and it might start to look too busy or grungy - not enough and it looks too clean. Sometimes, 'too clean' or 'too grungy' is exactly what we want, so don't be scared to experiment.
  
-Just like proportions, our brains have been trained to look for certain things that identify an object as a 'real' version of that object. A car or bike without rims on its tire would seem strange. Little details like springs, buttons, different types of materials, etc, can be crucial to making a model look good. The motorcycle model above is unfinished, but a lot of the key details are there to make it recognizable for what it is without forcing you to [[wk>Suspension_of_disbelief|suspend your disbelief]] too much.+Just like proportions, our brains have been trained to look for certain things that identify an object as a 'real' version of that object. A car or bike without rims on its tire would seem strange. Little details like springs, buttons, different types of materials, etc, can be crucial to making a model look good. The motorcycle model above is unfinished, but a lot of the key details are there to make it recognizable for what it is without forcing you to [[wp>Suspension_of_disbelief|suspend your disbelief]] too much.
  
 The //right// amount of detail can be the difference between a good model and a 'bad' model, so put some real thought into this! The //right// amount of detail can be the difference between a good model and a 'bad' model, so put some real thought into this!
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 'Glass' looks pretty fake for a lot of applications - bump the 'extent' to ~10% and lower the transparency to get a feeling like thicker glass. Definitely one of the materials that needs the most tweaking. 'Glass' looks pretty fake for a lot of applications - bump the 'extent' to ~10% and lower the transparency to get a feeling like thicker glass. Definitely one of the materials that needs the most tweaking.
  
-Low and High Emission are your glowy bits. Low emission looks like a flat, bright color regardless of where it's at. It doesn't cast a lot of light on its own. A smart phone or monitor screen during the gray are good 'low emission' candidates, because they don't really take shadows and do have their own light, but don't tend to cast shadows or light on nearby objects unless it's dark.+Low and High Emission are your glowy bits. Low emission looks like a flat, bright color regardless of where it's at. It doesn't cast a lot of light on its own. A smart phone or monitor screen during the day are good 'low emission' candidates, because they don't really take shadows and do have their own light, but don't tend to cast shadows or light on nearby objects unless it's dark.
  
 'High emission' is great for boosters, glowy bits, and more. Often, the default brightness/glow is too high - so do go in and make adjustments until it feels right. Something with too much glow is a great way to 'kill' scale. The engines on Star Destroyers are massive, but they don't cast so much light that you can't see the detail of the mechanical bits around their thrust. By contrast, a bright light on a hand-held device, like a flashlight, might cast a larger light than the object itself. 'High emission' is great for boosters, glowy bits, and more. Often, the default brightness/glow is too high - so do go in and make adjustments until it feels right. Something with too much glow is a great way to 'kill' scale. The engines on Star Destroyers are massive, but they don't cast so much light that you can't see the detail of the mechanical bits around their thrust. By contrast, a bright light on a hand-held device, like a flashlight, might cast a larger light than the object itself.
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 Last bit of advice on this front: if you're doing your posing in Object mode, you can save yourself some time by deleting the limbs from one side and then duplicating the other side after it's been posed. Just be careful not to delete too much - or duplicate more than you need to. Last bit of advice on this front: if you're doing your posing in Object mode, you can save yourself some time by deleting the limbs from one side and then duplicating the other side after it's been posed. Just be careful not to delete too much - or duplicate more than you need to.
 +
 +Look at [[https://www.pinterest.com/signaturedition/good-poses-for-mechanic-models/|pose examples]] online or in your favorite shows to get an idea for what looks good. The pose pictured above is a very standard mecha pose!
 ===== Polygon Count ===== ===== Polygon Count =====
  

guide/doga_tips.txt · Last modified: 2023/12/20 18:20 by 127.0.0.1