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Ha, my first-ever "finished model", bwa-hahaha!

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I'm still having trouble understanding chamfering but I was able to use my newfound skills to flatten and stretch out a cube primitive into a "wooden six-inch ruler".

I even tugged on some edge lines a bit, to "bevel" the top to resemble an old time, 1950's style ruler. Exported to DS 4.8 and added color, and played around with the Transform tools in PS to put some ruler-like writing on it. Bit more post-work to "chamfer" a little bit here and there and there it is!


Hexagon crashes very often

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I like the Hexagon user interface very much, it´s intuitive and not overloaded with windows. I would like the sofware even more if I could trust that my work is not destroyed by crashes. It seems that when you start doing "advanced" operations, hexagon gets enough of it and shuts down. Maybe it´s eating memory, I don´t know. Why don´t DAZ try and find out, and release an update. I think 2.5.1.79 has been around for a quite a while now.
One of my favorite actions is to create tubing by drawing a spline curve and a circle, and then create a sweep surface. I import these tubes into Deep Exploration where I have CAD models of lab instruments. It´s just that the CAD models do not always include the tubing , or you need to adjust the tubing because you move components around. Hexagon is the perfect companion to D.E., if it weren´t for the crashes.
I´m have a Dell Precision laptop with windows 7, 64-bits and 12 GB of memory. Deep Exploration never complains about the power, but Hexagon gets annoyed by something.
Please, DAZ, do some troubleshooting and fix the crash issue. I would rather pay for a working software, then have an almost free software that doesn´t work. I´m sure that a lot of people agree on that.
Thank you.

I can't Delete objects....

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I've just begun using Hexagon and I'm trying to create a half-cylinder. I selected the faces from the front half and did Extract, and I now have two objects: Shape 0 (the original cylinder) and Form 1 (the extracted half). I can move Form 1 around. I can copy/paste it. But when I hit the Delete key or select Edit>Delete ... nothing happens.

What have I missed?

Thanks for your help,

CrissieB

Applying Material to 3D Text

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Hello all,

I'm not sure if this is an advanced topic and, if so, I'll put it off for a while, but I'm trying to create some 3D text in Hexagon and then apply a material to give a neon effect.

I've got my 3D text created, that's sure easy enough but when I start playing with images in Photoshop and attempt to apply them to the text, everything goes south in a hurry.

Any thoughts, tips or pointers would be greatly appreciated!

It's all upside-down

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Not sure what I did but just the other day I chose 'front' view and my scene is upside-down.  So I tried right view, top view, etc. and they were all up-ended.  Orthographic is upside-down too.  Only Perspective is right-side up. 

This just started happening while I was working on a model that I have 6 saved files for.  This has never happened before to me.

It doesn't matter which saved file I open so I thought that it has to be a setting within Hexagon but it happens in Hexagon 2 and Hexagon 2.5 both so it can't be a setting.

I do have an image on the backwall/plane.  I was turning it on and off and wondered if I did something there to the planes but I can't figure it out.

Anyone have a clue what I did?  I use my views a lot so I really need to fix this.

how do i turn off the lines?

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I'm playing with the smoothing brush but I see the wirefram line grid all over the model. No textures, just learing the tools. But the smoothing brush is good, just it is hard to see what it is doing with all the lines from the wireframe. Does it make sense what I am asking? I know if I deselect the model the lines go away, I want to have the model selected with no lines so I can see better what the smoothing brush is doing.

 

Thanks for reading, please help.

Is it possible to create this head/race type in Hexagon?

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They are called the Gryx, many people fear them and call them beasts. But in truth they live a very peaceful and serene lifestyle mirroring the lifestyles of Elves, hobbits, or rural folk.

This is something I picked up in one of my game books and I would like to re-create this particular race.
I looked through some things like the creature creator but I didn't see any options that would help me create this race especially with the way the head is shaped, and with the multiple mini horns.

I also have Bryce and Hexagon. Should I use Hexagon or can I do this in DAZ?


Bruce

Posing only a part of an object created in hexagon

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Hi there... im kinda new with hexagon and have some questions. 1.- how can I merge two objects into only one?. I made some clothes and they have diferent parts, one is the actual fabric and then there are some accessories like maybe a button or a chain attached to it. But in the objects tree they show as 2 objects so when I send them do daz they are two separated props even if I group them in hex. I'll like them to be just one object, so I can load them as a single prop. 2.-is there a way to decide witch parts of an object will be deformed when posing the characyer?. After sending to daz I used the transfer utility to send gen2 morps to the new item I made. It worked great but now if I pose the character, the accessories will get deformed. Ive seen some props like necklaces that will follow gen2 poses were pearls for example remain spherical. Thx in advance...

Orthographic view - reference sketch?

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I think I've got it with the orthographic projection view now - the keyboard shortcut "P" turns the projection on and off, and you can switch back and forth to Perspective mode with your cube or other primitive object floating in space.

Ok, now what is the secret to getting your reference sketch into the Hex work space, like this person has done with his outline of the bear figure on Youtube???

For those not familiar with this video clip btw it is the "3d modeling quick tip" (sic) - www.youtube.com/watch?v=gTHYfixlGSQ&nohtml5=False

I've seen other people doing this to begin modelling a car say, and for the longest time I've wondered what is going on!

hexagon bridge to Daz not working.

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Ok, I made a dress in hexagon but cann't send it to daz using the send to daz button. I have been watching the video Master Hexagon - Sexy Genesis Outfits how to do the dress, I did everything the same way in the video but it want send. How can I fix this? I Have the lastest Hexagon and Daz.

Homebrew casting, 3D printing-with-Hexagon ideas

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(This branches off from the thread about the armored car-type military vehicle.)

Good idea about 3D printing. I haven't really looked at the stuff, or what's currently available, but I'm assuming that fairly durable materials and printed objects are within reach for for most serious hobbyists. I posted recently (early 2016) about this but my message generated zero comments so either we're off on a completely wrong track with this, or everyone else is either asleep or away from their computer!!!

I'm not real big on homebrew casting at the moment, although I am curious that plastic resin and molds are available again in my major center after an apparent abscence for several years. I think Pebeo is one of the manufacturers of that but I could be wrong.

When I did the molten aluminum thing in the 1970's it went like this: in the foundry room there was a smallish, cylindrical shaped furnace. It had a swinging door about the size of a beer can, that you could open to peek inside. The door was operated by a tool (or a set of tongs, I forget) that was at least 6 feet long and probably more like 7 or 8 feet. The heat ray that shot out from the opening was like something out of a movie. It resembled a reddish-orange laser beam and it stretched at least 20-25 feet across the room with no apparent dimishining in its strength or power.

Another process that makes durable stuff molds or small parts is ceramics, but those ovens go up to several hundred degrees if I'm not mistaken. I gave myself a nasty burn the other day with a couple of ounces hot water, let alone messing around with furnace-grade material ouch.

How can I define a new polygon using only existing points in an object?

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I'm new to Hexagon and DAZ 3D so please bear with me.

I've imported an object from another graphics package (TrueSpace) but the object has concave surfaces that were generated using boolean subtraction (yes, I know all about the issues of migrating booleans from one engine to another).  When I imported the TrueSpace object into Bryce the concave surfaces got covered up, so I saved the object as an .OBJ and then loaded it onto Hexagon.  There I was able to delete the bogus polygons that were covering up the concave surface but the surface covering the edge (rim) of the concave section is now missing leaving me with two seperate surfaces that look like two skins, one inside of the other.

I would like to add new faces to the rim using existing points from either side of the two surfaces (recreating the 'rim' in other words) but I can't seem to get Hexagon to do it.  I may be using the wrong function or simply approaching the problem incorrectly.  If anyone can give me pointers on where to start it would be much appreciated (I'm hoping there's a magic button that I press once and presto, my object is fixed).

(I found a way of doing it by coverting the object to an ASCII file in TrueSpace and then editting in the new faces manually using a text editor but that is painfully slow and torturous, worse than a root canal without anesthesia).

Cheers,

 

Mark

Can Hexagon open all or most .OBJ, or are there frequent issues

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Every now and then I try to open models downloaded from other sites in .OBJ form. My "success" rate seems to be kind of low, to the point where I have almost come to expect failure.

Case in point - http://www.turbosquid.com/3d-models/classical-garden-bridge-3d-3ds/434383

No endorsement intended or implied; just something I picked at random. I was able to open this in DS 4.8 sufficient to include it in a rough sketch of a landscape.

However, for me this particular file crashes when I try it in Hexagon under Win7 64-bit. I know Hex can be picky... just curious if this is par for the course or if perhaps I am doing something wrong.

 

Spring is here and so are n-gons

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First time using the Close tool, to patch the hole in the end of the crossbar in the letter "T" in my typography project.

I'm probably not doing something right because the tool isn't working as per the tutorial, and I'm getting n-gons (the red arrow).

(Beginner question) How to make a wheel, say

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Branching off from Wee John's demonstration of how to construct a tubular object using circle pieces and lines, I wanted to go back to the primitive cylinder to make a wheel. No particular reason except I liked how, if you do it this way, some 90-degree sharp edges are included.

Ok so I began by extruding the bottom loop from a very short cylinder horizontally, and then I went upwards (see red arrows in my "cutaway" illustration below). At this point I made myself an extra copy of the washer-shaped bottom of the the wheel and I saved it separately in .OBJ format - I was thinking ahead a bit, and I thought I would need to weld or otherwise stick some sort of top or side-wall, of the wheel, onto my shape.

Is the best way to finish this type of wheel-like shape to drop the "top" down onto the main object (green arrows) or should I continue extruding back horizontally (blue arrow)? Regardless of which way might be the best way, how do you "seal" the final joining up?  I was thinking the Weld function??


Where do UV maps 'live?'

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Are UV maps part of a material, or part of the object itself?

I'm designing a basement set in Hexagon that I hope sell as an environment at DAZ or elsewhere. Attached is an early draft Hexagon render. The basement totals 15x10m, with a 9x10m Main room (foreground), a 6x6m Second room (upper left), an 4x4m Utility room (off the Main room), and a 2x4m Shower (far corner). The gray ramp marks where the stairway will be.

To minimize clutter in the Scene List, I'm defining multiple materials for objects. For example, the Basement Floor has four materials: Main, Second, Utility, and Shower. The North Exterior Wall has five materials: Main Wall Top, Main Wall Bottom, Utility Wall, Shower Wall, and Unseen (all other faces). The Main-Utility Interior Wall also has five materials: Main Wall Top, Main Wall Bottom, Utility Wall, Doorway Facing, and Unseen (all other faces).

To create each wall, I followed these steps: (1) create a Grid primitive with 1m (if no door) or 0.5m (if door) intervals; (2) delete faces where the door will be; (3) add Thickness (0.2m for exterior walls, 0.15m for interior walls); (4) select the entire object and UV Map with a basic plane; (5) select faces, create Shading Domains, and Change Material for each domain, choosing from my Materials list: Main Floor, Second Floor, Utility Floor, Shower Floor, Main Wall Top, Main Wall Bottom, Second Wall, Utility Wall, Shower Wall, and Unseen. As I went along, I deleted all of the unused materials (e.g.: material78) that were created by default.

Ultimately, DAZ Studio users should be able to select an object, go to the Surfaces tab, select one of its material areas, and select from the Material Presets I'll include in the package, or create their own for an entirely unique look. But DAZ Studio needs objects to be UV mapped for Iray shaders to work properly.

So ... do UV maps 'live' with the object itself, or are they defined for each material? Did I delete the UV maps when I deleted those unused materials? Or do my floor and walls still have the basic plane UV maps I applied as I created each object?

Thank you for your help!

Crissie

What is a good tutorial on making clothing?

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What is a good tutorial on making clothing in hexagon?

Newbie question: "how to change preferences for manipulating objects?"

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Example:  I've snapped point/edge/plane    and   I want to manipulate it via manipulators (tranlate/scale/rotate) and use mouse to adjust old situation into something new.

BUT, now I see that any manipulation goes by steps (easy to read i.e. coordinates how it steps) of 0.1 or greater steps.  This is way too much in many delicate models and it requires me to adjust place or value with keyboard keys.    Is there a way to make those steps really really small( = minimum, the best mouse can do)?  

Thanks in advance!

KN

Weird UV Maps, Mystery Surfaces

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Well, um.

The first pic is a render of a Basement set that I'm modeling in Hexagon, with a G3F there for scale.

The second pic is an incomplete render after I sent it to DAZ Studio. Where to begin....

For starters, my UV maps are apparently a mess. I made the floor as a plane, gave it a plane UV map, divided it into four shading domains (one for each room), and assigned each a color-only material. I planned to apply Iray textures in DAZ Studio. But somehow the UV map turned into a swirly mess. The same is true for all of the walls, and most every other object.

Then there's the mystery surface on my stairway struts. To make the struts, I began by drawing a facet for the profile, starting in the bottom right, with 16 up-and-then-left segments, a downward segment at the left edge, a diagonal segment along the bottom, and a rightward segment to complete the facet. Then I repositioned each point according to my rise-run calculations, with 20cm rise and 27cm run for each tread. Once I had the profile shape correct, I gave it 5cm thickness, chamfered the touchable edges, applied the plane UV map, and assigned it a color-only material. I then copy-pasted two more struts, positioned them, and welded them into a single object. Somewhere in that process, Hexagon added a mystery diagonal surface along the left face of each strut. I have no idea where it is or how to remove it....

Do I need to custom UV-map each object? Would that process reveal the mystery surface on my stairway struts, and could I remove it then ... or will I have to go back and make it again and hope I don't repeat whatever mistake I made this time?

Thank you for your help. :-)

Crissie

how to cut a surface along edges

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This seems like a very elementary thing to do. I've searched now for a couple of hours in vain using google and searching these forums. (What a lousy search feature these forums have!  Apparently one cannot even restrict the search to a single forum such as the hexagon discussion.)  I have a tubular helix -- a coil of rope -- that I want to divide into two half coils.  Please see the attached image. It shows the cut edges in blue. I cannot find anyway to do this.  I can see how to weld points but not how to do the opposite, disconnect them. I know I can remove faces but I do not want to remove any faces.  I simply want to cut the coil as if with a knife. If you know how to do this, I'd really appreciate knowing about it.  Thanks!

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