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Room Creator Exteriors


Product: Room Creator Exteriors
Product Code: ps_ac3420b
DAZ Original: No
Created By: Maclean
Released: July 31, 2009

Product Information

Required Products:

  • Room Creator 2

Product Versions / File Sizes

  • DAZ Studio 2.3.146 or higher and DAZ Studio 3.0 - ?Mb
  • Poser 5 or later - ?Mb


<tr><td align=center colspan=4><b>Room Creator Exteriors - Building a house</b></tr>
<tr height=200><td align=center colspan=4>
<p align=justify>Room Creator is a modular system with a lot of options, so there's no 'right' way of doing things. The user can choose the figures and materials and configure them in different ways, but it also contains pre-built scenes and a lot of Material and Pose presets to speed things up. Of course, there are certain limits to what you can do, some rules you need to follow, and a few tricks which can be used, and I'll try to cover as many of these as I can. However, this tutorial isn't meant to make Room Creator look easy. I wanted to cover some of the more unconventional situations you might encounter, and a tutorial which uses all the defaults isn't very helpful. So, if it looks complicated, don't panic! I can guarantee that if you follow the steps, you'll get exactly the same results as me.
<br>I'm going build a house, showing each stage of the process step-by-step, and covering some of the options. Then I'll look at some of the other figures and show how they can be used as add-ons or stand-alone units.
<p align=justify><b>Note</b> - This tutorial was done in DAZ Studio. Some steps use multi-selection of body parts and materials. Poser users should do these steps using single selection. It also assumes you already know the basics of Room Creator, such as using the QuickPose jumps to position figures, etc.
<p align=center><b>Click on the small images to see a larger version</b></tr></table>
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<tr><td colspan=4 valign=top><b>Step 1 - Main room & roof</b>
<ul><li><b>Image 1a</b>
<br>To start off my scene, I open the <b>main room</b> and <b>main roof</b> figures. The room is similar to the original one in Room Creator 2, but has exterior materials. The roof loads in position on top of the main room to form a single-level house, but I have several options for the house shape I choose.
<li><b>Image 1b</b>
<br>In the 2nd image, I've shortened the house with one of the preset poses. There are 4 poses for different lengths.
<li><b>Image 1c</b>
<br>In the 3rd image, I added another room and raised it and the roof by 300cm (using the QuickPose action) to form a second storey. I can add as many levels as I want.
<li><b>Image 1d</b>
<br>The 4th image is the configuration I'm going to use. It's height is halfway between a single and double level.
<p><li>To get this configuration, I select the roof and apply the <b>12_01 roof up</b> preset. This pose makes the roof higher by raising the figure 150cm and switching on the lower walls. It also lengthens the drainpipes by switching to the alternate geometry drainpipes which match the height of the walls.
<li>Figures load with the siding material displayed by default. There are 3 primary exterior materials - siding, stone and ribbed stonework. I'm going to use stone and add some textures to it.
<li>I select both figures in the Scene pane by holding down CTRL and clicking on the root names. (* See note below).
<li>In the Presets Materials folder, I double-click <b>11_00 2stone on</b> to apply it. This makes the siding material invisible and the stone visible.
<li>In Surfaces, I select the <b>2exterior_stoneLR</b> material for both figures, then apply the <b>11_01 roughcast 1</b> preset. This applies the texture to the side walls.
<li>Next, I select the <b>2exterior_stone</b> material for both figures and apply the <b>11_01 brick</b> preset. This applies the texture to the front and back walls.</ul>
<p><b>Note</b> - An alternative way to do this in DAZ Studio is to simply drag a Materials preset thumbnail into the viewport and drop it on the figure. This is often easier when applying materials to multiple figures, since there's no need to select the figure before dragging the preset. In this case, with 2 figures, I only need to drag the preset and drop it onto each one. Note that when dragging Shader presets onto a figure, you must select the material(s) first.</tr>
<tr align=center>
<td><a href=""><img src="" border=0></a><br>Default
<td><a href=""><img src="" border=0></a><br>Shortened
<td><a href=""><img src="" border=0></a><br>Double-level
<td><a href=""><img src="" border=0></a><br>Tutorial configuration</tr>
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<tr><td width=70% valign=top><b>Step 2 - Adding a dormer</b>
<ul><li>I'm going to add a dormer, but before I load it, I select the roof and apply a pose to switch off the sections where the dormer will be. I want the dormer on the left-hand side of the roof, and the pose is <b>12_03 dormer left</b>. This switches off 3 roof sections, leaving space for the dormer.
<li>I load the <b>dormer triple</b> figure, and use the QuickPose toolbar to raise it 150cm and rotate it 180&deg. (Y+150 and Positive 90 twice).
<li>The dormer loads with the default siding and I need to match it to the side walls of the room. I can do this in 2 ways - by applying the same presets again, or by setting the <b>1exterior_siding</b> material's Opacity value to 0%, copying the <b>2exterior_stoneLR</b> material from the room or roof, and pasting it to the stone material on the dormer.
<li>I'll make 2 more adjustments to the dormer. Later on, I'll be putting a balcony in front of it, so I'll reconfigure it to display the french doors by applying the <b>13_01 dormer doors</b> pose. This also switches off the dormer's front roof, leaving it flush with the side of the house. The other thing I want to change are the corner posts, which are really meant for the siding, so I select the <b>7exterior_corners</b> material and set it's Opacity to 0% to hide them.
<td width=30% align=center valign=top><a href=""><img src="" border=0></a></tr>
<tr height=30><td colspan=2></tr>
<tr><td width=70% valign=top><b>Step 3 - Adding skylights</b>
<ul><li>I'd like to have 2 drainpipes on the same side of the house and I can do this by using the drainpipe on the right-hand side.
<li>First I select the roof's <b>left_lower7</b> and switch it off. Then I select <b>right_lower1</b>, rotate it 180&deg and move it 6 jumps forward.
<li>Next I'll add some skylights, first of all, switching off the roof sections where they'll be - <b>left_upper1 + 7</b>
<li>I've loaded 2 double skylights and if I select them both, I can apply the same jumps as before to bring them to the left side of the roof - Y+150, then Positive 90 twice. I select the 1st skylight and move it forward by 3 Jumps, and the 2nd one back by 3 Jumps.
<li>At this point, I'd like to change the roof tiles texture, so I select all the figures which have roof tiles - roof, dormer and both skylights - then apply the <b>12_02 roof 2</b> preset
<li>While I'm at it, I'll add some other things to the roof. I'll load chimney 1, the aerial and satellite dish. Here are the jumps for each one.
<li>Chimney - I'm leaving this on the right-hand side of the roof, so I only need to raise it Y+150 and move it back 3 jumps
<li>Aerial - Raise Y+150, rotate 180&deg, 3 jumps forward. This places it almost on the skylight, so I'm going to move it further up the roof. It doesn't need to be too precise. Values of Ytrans 175 / Xtrans 45 place it in the right position.
<li>I could have moved the aerial and satellite dish at the same time, but now I have the aerial in position, all I need to do is copy it (CTRL+C) and paste it (CTRL+V) to the dish, then move it back 6 jumps. I'll also use Y rotate to turn the aerial and dish a bit so they look more natural.
<td width=30% align=center valign=top><a href=""><img src="" border=0></a></tr>
<tr height=30><td colspan=2></tr>
<tr><td width=70% valign=top><b>Step 4 - Filling out the scene</b>
<ul><li>First of all, I load the <b>ground plane</b>, select it and it's <b>ground</b> material, then apply the <b>13_03 ground 2</b> preset to change the texture.
<li>Next, I load the <b>dormer balcony</b> prop and apply QuickPose jumps of Y+150 and 2x Positive rotate 90&deg.
<li>I want to match it to the dormer wood, so I select the <b>fence</b> material and apply the <b>11_04 wood 1</b> preset. I'd also prefer a balcony base which matches the house, so I apply the <b>11_01 roughcast 1</b> preset to the <b>floor</b> material.
<li>I'd like my front door under the balcony and I'll also need windows, so I select the room's wall sections <b>left_2, 4 & 6</b> and switch them off, then load the <b>front door</b> and 2 <b>vertical window</b> figures.
<li>I'm going to move all three figures together, so I select them in the scene pane and apply a jump of Positive rotate 90&deg, 3 left and 4 forward. That places them all in the center of the left wall. Now I select the 1st window and move it 2 jumps forward, then move the 2nd window 2 jumps back.
<li>Once again, I need to hide the siding and apply a texture to the stone material. I can do this by selecting all 3 figures and applying the <b>11_00 2stone on</b> preset, then selecting the <b>2exterior_stoneLR</b> material on each figure and applying the <b>11_01 roughcast 1</b> preset.
<li>I'm going to use the <b>quoins</b> figure to add conerstones to the house. It loads in the correct position and I don't need to move it. If I wanted to I could unchamfer the quoins or use one of the other materials, such as the pillar with a displacement map.
<p><li>I'd like a path leading up to the front door, so I load the <b>flat roof</b> and <b>railings</b> figures. I apply the <b>14_042a path double</b> pose preset to the roof and the <b>14_042b path double</b> pose to the railings. This positions them in front of the house, so I select both figures and rotate them -90&deg, then move them 7 jumps left and 7 jumps back to align them with the front door. They extend beyond the edge of the ground plane, but I can shorten them with the <b>14_06 path short</b> poses.
<li>If I wanted, I could change the railings to walls or fencing using the alternate geometry control in the figure BODY, but I'll stick with the railings.
<li>The image on the right shows what I have so far.
<td width=30% align=center valign=top><a href=""><img src="" border=0></a></tr>
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<tr><td width=100% valign=top><b>Break time</b>
<br>That's my basic house built. I could have used alternate exterior materials or other textures to change the style of the house, but I'll cover that with other figures. Later on, I'll come back to this step and explore the loft area inside the roof. But before that, I'm going to look at some of the figures you can use to make extensions to the house. I'll start with the garage, then go through a few different options.</tr>
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<tr><td colspan=4 valign=top><b>Step 5 - The garage</b>
<p align=justify><ul><li><b>Image 5a - Default garage</b>
<br>First, I switch off the room walls <b>front_3-5</b>, then load the garage. It loads in the correct position, so all I need to do is hide the siding and apply the brick preset to it's stone material.
<p align=justify><li><b>Image 5b - Short extension</b>
<br>By moving the garage 3 jumps forward, I can create a short extension. All I need to do is apply the brick preset to it's <b>walls_outer</b> material. I've also removed the wood texture from the door, changed Diffuse Color to red and pasted that to the <b>6exterior_surround</b> material.
<li>Of course, it needs a roof, so I'll use the <b>small roof</b> and move it 4 jumps forward. (If I was working inside the house, I'd see that parts of the roof are visible inside the room, so I'd have to apply the <b>12_06 roof shorter</b> pose, and move the roof and garage forward slightly).
<li>Now I'll apply the <b>12_02 roof 2</b> preset so it matches the main house, and apply the brick preset to it's stone material.
<p align=justify><li><b>Image 5c - Long extension</b>
<br>I'm going to use the <b>room extension</b> to build a bigger garage, 
<li>After loading the room extension, I move it 6 jumps forward and switch off the front walls. Then I move the garage and small roof 2 jumps forward. This gives me a garage which is 5 units long and 3 wide (8.5 x 5.1 meters). If I needed to, I could make it longer by adding wall section props, (or even another room extension), and using roof section props to extend the roof.
<li>Here I've applied the <b>11_01 stone 3</b> preset to the extension room, garage and roof, and changed the color of the garage door and surround.
<p align=justify><li><b>Image 5d - Wide garage</b>
<br>Now I'm going to make a wide garage and give it a flat roof. This is included in the pack as a pre-built scene, but I'll start from scratch so you can follow the steps.
<li>First, I'll get rid of the long garage by deleting the room extension, small roof and the 2 roof sections. I reload a new <b>room extension</b> and a <b>flat roof (small)</b>. If I select them both, I can move them together - 5 jumps forward + rotate -90&deg - or I can move them individually.
<li>To make space for the garage, I switch off the extension room walls <b>right_2/3/4</b>, load the garage and move it 3 jumps forward. I'll also switch off the garage's floor and walls. Again, if I want to work inside the garage, I'd copy the floor/wall materials and paste them to the extension room materials.
<li>I'm going to make a 'tarred' roof, so I select all three materials on the flat roof - <b>exterior stone/floor1/floor2</b> - and apply the <b>11_05 roof pitch</b> shader preset.
<li>I'll use the siding for this garage and it's already visible by default, so I select the extension room and garage figures and their siding materials, then apply the <b>11_02a siding</b> preset and the <b>11_02c siding color 3</b>.
<li>To finish it off, I select the garage <b>door / 6exterior_surround</b> materials and apply the <b>11_03 paint</b> preset to them.
<li>As you can see, this garage has the door facing sideways (with respect to the front door of the house). If you want it to face in the same direction, all you need to do is switch off the room extension front walls, rotate the garage into position, then switch on the right walls again. (Or rotate the entire garage, if you want the wide version).</ul>
<p align=justify><b>Notes</b>
<li>If I were creating a scene inside the garage, I would copy/paste all the garage materials (walls, floor, ceiling, etc) to the room extension and roof sections. In Room Creator, all walls, floors and other pieces share the same mapping, so for instance, a wallpaper texture from the main room can be applied to the garage walls, (if I were crazy enough to want a wallpapered garage!).
<li>And of course, this extension doesn't need to be a garage. I can turn it into a house extension by deleting the garage figure and adding doors and windows. I could also add a second room extension to increase the height. (See next step).</tr>
<tr align=center>
<td><a href=""><img src="" border=0></a><br>Default garage
<td><a href=""><img src="" border=0></a><br>Short garage
<td><a href=""><img src="" border=0></a><br>Long garage
<td><a href=""><img src="" border=0></a><br>Wide garage</tr>
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<tr><td colspan=4 valign=top><b>Step 6 - House extensions</b>
<p align=justify><ul><li><b>Image 6a - Simple extension</b>
<br>I've deleted the room extension, flat roof and garage I used in the last scene and I'm starting from scratch again. I load a <b>room extension</b> and a <b>small roof</b> and move them both 4 jumps forward.
<li>Instead of using the full length of the room and roof, I'm going to make a short extension, (the same size as the garage - 3 units long). There's already a pose which does this for me - <b>12_05 room shorter</b>, and the <b>12_06 roof shorter</b> pose makes the roof the same length.
<li>I've used the siding material with the <b>11_02a siding</b> texture and the <b>11_02c siding color 3</b> applied to it, plus the same roof texture as the rest of the house.
<li>It needs a door, so I switch off front_2 wall to create a space for one, then load up the french doors. I rotate them 180&deg and move them 10 jumps forward/1 jump right, then apply the same siding materials to it.
<p align=justify><li><b>Image 6b - Triple dormer extension</b>
<br>That gives me a simple extension with a roof and door. If I want an upper level for it, one way to do it is to use the triple dormer. 
<li>I delete the roof and load a triple dormer, rotate it -90&deg and move it forward 3 jumps. It's now in position and at the correct height, but I have to configure it to match the room,.I can do that by switching off the dormer and roof body parts, and switching on extensions 1 & 2.
<li>It's still too short, so I add a dormer extension, rotate it 90&deg and move it 4 jumps forward and 1 jump left. If I needed to, I could use extra dormer extensions and switch on more room walls to make the extension longer.
<li>Note that at this height, the dormer conflicts with the main roof's front wall window, so I select it and change the alternate geometry to the one with no window.
<li>To complete my extension, all I need to do is apply the same siding material as the lower level, along with the roof materials.
<p align=justify><li><b>Image 6c - Double room extension</b>
<br>An alternative for an upper floor is simply to add a second room extension. In the first step, I had a room extension and a small roof. All I need to do is add another extension and configure it to match the lower one, then raise both it and the small roof by 300cm.
<li>As a texture, I've used the <b>12_01 brick cement</b> materials preset for the extension, and the <b>12_02 roof 2</b> preset to the roof. I also applied the <b>11_01 brick</b> preset to the roof's exterior stone material.
<li>One problem is that the roof's drainpipe is too short for this configuration, so I'll have to make that material invisible. (Adding alternate geometry to all the roof figures and dormers for every possible combination would have been too complex. I've already built a modular system of pipes and cables, which will be released as a small add-on pack for RC).
<li>To fill it out, I'll add a few windows, but they don't need to open, so I'll use the <b>window V / S</b> props. One way to position them is to copy the french doors, paste it to the windows, then raise them by Y300 and rotate them into position. Again, the same <b>12_01 brick cement</b> materials preset is applied to them.</tr>
<tr align=center>
<td width=25%><a href=""><img src="" border=0></a><br>Simple extension
<td width=25%><a href=""><img src="" border=0></a><br>Triple dormer extension
<td width=25%><a href=""><img src="" border=0></a><br>Double room extension
<td width=25%></tr>
<tr><td colspan=4 valign=top>
<p align=justify><b>Notes</b>
<br>Each of these extensions is perfectly usable as a small room. They have a floor between the upper and lower levels, and doors or windows can be added to suit. Extensions can be made as long as you want by switching on walls and adding roof/dormer sections, or you can use a flat roof instead of a sloping one. Here are a few other tips.
<li>When using two room extensions as lower/upper levels, you can switch off a floor section to add the stairway from Room Creator 2.
<li>Switch on the ceiling body parts in the upper level as an alternative to the roof's wooden boards.
<li>In the lower level, you can apply a texture to the <b>floor</b> material and use it as a ceiling. Alternately, switch on the ceiling body parts and lower them 10cm (so they don't conflict with the floor of the upper level).
<li>To access an extension from the main room, switch off a wall section and put a door there.
<li>The triple dormer as an upper level is slightly trickier to use, but you can still use stairs with it. If you make the <b>floorboards</b> material invisible, you can replace it with the lower level's ceilings, or even load the floorboards figure and use it as a floor.</tr>
<tr><td colspan=4 valign=top>
<p align=justify><li><b>Image 6d</b>
<br>Other pieces can be added too. Here's the triple dormer moved back 1 jump and the balcony placed in front of it.
<p align=justify><li><b>Image 6e</b>
<br>This image shows a variation that isn't something I had planned for, but can work quite well if you're only using the house exterior. (Mainly because the other half of the roof is inside the house - lol). It's the room extension and small roof rotated and moved halfway into the house wall.
<p align=justify><li><b>Image 6f</b>
<br>I thought a smaller version of this might make a good outhouse or tool shed, so I opened <b>scene 7</b> and deleted the back and right sheds. Then I shortened the main shed and roof with the <b>12_05/6</b> poses and moved it all into position. You could also use the <b>scene 6</b> shed for this, or apply the <b>corrugated</b> preset instead of wood.
<p align=justify><li><b>Image 6g</b>
<br>The overlay presets are useful for older buildings. This image shows the rust overlay applied to the drainpipe material. I added the drain prop, but switched off it's cement material to have a smaller drain.</tr>
<tr align=center>
<td width=25%><a href=""><img src="" border=0></a><br>With balcony
<td width=25%><a href=""><img src="" border=0></a><br>An 'unorthodox' extension
<td width=25%><a href=""><img src="" border=0></a><br>Tool shed
<td width=25%><a href=""><img src="" border=0></a><br>Rust overlay</tr><tr height=30><td colspan=4></tr></table>
<table cellSpacing=0 cellPadding=5 width=100% border=0>
<tr><td width=100% valign=top><b>Break time again</b>
<br>The extensions I showed above are all fairly similar in size, but you're not restricted to that. Depending on the figure you use, an extension can be as wide and as long as you want. They can also be stand-alone buildings with as many levels as you care to add. Later on, I'll show how the room skin can be used for multi-storey buildings.</tr>
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<tr><td colspan=4 valign=top><b>Step 7 - The loft</b>
<p align=justify>I'll go back to the scene I used in step 4 and look at the loft. When working in this area, I'd advise a wide-angle camera, (Focal Length of 30-35mm).
<p align=justify><ul><li><b>Image 7a - Adding a floor</b>
<br>The first thing I have to do is load a floor, since the loft doesn't have one. I'll use the <b>floorboards</b> figure.
<li>As you can see, the dormer isn't accessible from the loft. This is because the roof's lower walls weren't meant to be used with a dormer when working inside the loft. But there's a way round this, and if I want to, I can make a dormer with a floor.
<p align=justify><li><b>Image 7b - A raised dormer area</b>
<br>If I apply the <b>13_01 dormer full</b> pose, it switches on the 2 extensions and reconfigures the dormer, creating a floor area inset into the roof.
<li>To access it, I'll need a stairway, so I add the stairs from Room Creator 2. I raise them by Y+ 300, rotate 90&deg, move them 4 jumps forward and 3 left, then set YScale and ZScale to 50%, making it 150cm high - the same height as the lower walls.
<li>So, with a couple of tweaks, I now have access from the loft up to a separate dormer area, which leads out onto the balcony.
<p align=justify><li><b>Image 7c - Default roof configuration</b>
<br>This image shows the normal roof/dormer configuration. I applied the <b>12_01 roof zero</b> pose to the roof. This switches off the lower walls and lowers the roof to it's normal position. When dormers and skylights are parented to the roof, they'll be lowered with it.
<p align=justify><li><b>Image 7d - Staircase</b>
<br>To reach the loft from the main room, a staircase can be added anywhere by switching off a floor body part and using the standard QuickPose jumps to move the stairs into position.</tr>
<tr align=center>
<td width=25%><a href=""><img src="" border=0></a><br>Loft area (lower walls on)
<td width=25%><a href=""><img src="" border=0></a><br>Raised dormer area with stairs
<td width=25%><a href=""><img src="" border=0></a><br>Lower walls off
<td width=25%><a href=""><img src="" border=0></a><br>Staircase</tr>
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<tr><td colspan=4 valign=top><b>Step 8 - Loft inner walls</b>
<p align=justify>The inner walls can be used to modify the loft space
<p align=justify><ul><li><b>Image 8a - Loft default</b>
<br>This is the roof in the default pose with the lower walls switched off. I changed the <b>roof_back</b> to it's normal geometry (with no window) and applied a cement texture to the walls.
<p align=justify><li><b>Image 8b - Inner walls on</b>
<br>When the roof's <b>inner walls</b> are switched on they create a smaller loft area with side walls.
<p align=justify><li><b>Image 8c - Inner walls - Alternate geometry</b>
<br>The inner walls have an alternative geometry part which doubles their height. I used the <b>12_01 roof up</b> pose to raise the roof and switch the lower walls on, and changed the inner walls to the alternate geometry. In this image, the <b>wood_gables / wood_lower</b> materials are switched off.
<p align=justify><li><b>Image 8d - Adding a 2nd room</b>
<br>In the last image, the roof has been restored to the default pose (lower walls off), and raised 300cm. I then added a 2nd room (I used the room skin figure) and put in a window and door. The door leads to the triple dormer and balcony which I moved round to that side of the house.
<br>Of course, you don't need to add a 2nd room to get this configuration. The roof loads in this position on top of the main room anyway. But this works with the extensions I made earlier, and it's always an extra option for a more spacious loft, with the added advantage that you can place windows along the walls.</tr>
<tr align=center>
<td width=25%><a href=""><img src="" border=0></a><br>Loft area default
<td width=25%><a href=""><img src="" border=0></a><br>Inner walls switched on
<td width=25%><a href=""><img src="" border=0></a><br>Inner walls (alternate geometry)
<td width=25%><a href=""><img src="" border=0></a><br>With 2nd room</tr>
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<tr><td colspan=4 valign=top><b>Step 9 - Loft materials</b>
<p align=justify>The loft materials are designed to give you quite a few options. All the wooden parts - boards, beams, gables, rafters, etc - are separate materials, and can be switched off/on or re-textured. For example, if you prefer a plain roof, you can make the <b>wood_boards</b> invisible and use the <b>roof_soffit</b> material underneath it. Here are some variations of materials.
<p align=justify><ul><li><b>Image 9a - Loft default</b>
<br>This is more or less the default scene. The only change I made was to use the <b>11_01 roughcast 1</b> preset on the walls.
<p align=justify><li><b>Image 9b - Inner walls on</b>
<br>Here's the same scene with all the wood materials (beams, boards, gables, rafters), switched off, brick on 2 of the walls and the floor material darkened slightly.
<p align=justify><li><b>Image 9c - Inner walls - Alternate geometry</b>
<br>In this scene, I used the <b>11_04 wood 3</b> and <b>11_01 cement 2</b> textures, but switched off the rafters materials.
<p align=justify><li><b>Image 9d - Loft default</b>
<br>This one uses the <b>11_04 wood 2</b> material (darkened slightly) on the beams, rafters and floorboards, and the <b>11_05 wood panels</b> preset on the walls and soffit materials. The wood panels preset uses displacement to create the panelling, so it can be an alternative to the wooden boards of the roof.</tr>
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<td width=25%><a href=""><img src="" border=0></a><br>Default materials with roughcast walls
<td width=25%><a href=""><img src="" border=0></a><br>Wood materials switched off
<td width=25%><a href=""><img src="" border=0></a><br>Old wood and cement
<td width=25%><a href=""><img src="" border=0></a><br>Wooden panelling</tr>
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<tr><td colspan=4 valign=top><b>Step 10 - Multi-level buildings</b>
<p align=justify>In Room Creator Exteriors, Scene 8 is a multi-level building split into 3 files - base, mid and top. The mid file is the center level of the building, and the idea is that you load the base and as many mids as you need, stacking them on top of each other, then load the top, which has a roof. Of course, the scene is only my version of a building, and not necessarily what you'll want. Here are some shortcuts and tips for making your own buildings.
<p align=justify><b>Using presets</b>
<br>A good way to start is to open the mid scene and configure the room skin the way you want it, then save a preset and apply it to all the other parts of the building. In DAZ Studio, you can save a Character Preset, which saves the figure pose, all morphs and all materials. In Poser, you would save a pose and a separate material collection (.mc6). After that, all you need to do is open the base and top scenes and apply your preset, modifying the height with the QuickPose Y300 actions, and adding as many mid scenes as you need, with the same preset applied. The floor will have to be configured separately, but you can save it's pose and apply it to the flat roof, since all the body parts are the same.
<p align=justify><b>Making props</b>
<br>Presets can also be used on props, but when dealing with entire floors made up of a figure and multiple windows, it can be time-consuming. There's another alternative - export the whole floor and re-import it as a prop. This works for all the floors between the base and top of the building, (which are normally all identical in buildings), and it's very easy to do. Another good thing about making your own props is that the Room Creator figures can be configured in all sorts of ways, and many of them can be combined or modified. Creating props from them is a good way to build up a library of small pieces which can be added to scenes.
<p align=justify><ul><li><b>Making a balcony prop</b>
<br>Using scene 8 as an example, let's say I want to add balconies to the front of the building. The style of the dormer balcony isn't suitable for this, so I'd load up the <b>flat roof</b> and <b>railings</b> figures and apply the <b>14_ 021 balcony 3</b> poses. That gives me a balcony, but I want one on each level - that's 4 - quite a lot of figures for a few balconies. But I can easily export my figures as an .obj file and turn them into a prop. Here are the steps.
<p align=justify><b>DAZ Studio</b>
<li>In a blank scene, I load the roof/railings figures and apply the balcony poses.
<li>I go to Menu> File> Export and give my .obj file a name, then in the export dialog, I select Preset: Poser (1 unit=8ft) and make sure 'Ignore Invisible Nodes' is checked.
<li>Now I delete the 2 figures and go to Menu> File> Import, select my .obj file, again making sure that 'Preset: Poser (1 unit=8ft)' is selected, and import my balcony.
<li>If I save it to the library as a scene, I can load it again at any time. All the original materials and textures are there, so it looks exactly like the figures, but it's a lot lower in polygons.
<li>In Poser, the steps are almost identical. Load and pose the figures, then go to Menu> File> Export> Wavefront OBJ. Click OK to 'single frame' for the animation dialog. The next dialog will list all the body parts of the 2 figures and only the visible body parts will be checked. Click OK, then give the .obj file a name. In the last dialog, you should uncheck everything and click OK.
<li>Delete the figures and go to Menu> File> Import> Wavefront OBJ, and select your prop .obj file. In the Import dialog, again uncheck everything, your prop will appear. You can now save it to the Props library.</ul>
<p align=justify>The steps to export an entire floor of a building are exactly the same. Pose your figure and add your props, then export it all as one piece. When exporting, you only need to remember a few basic things.
<li>Invisible parts will not be exported.
<li>Parts on an imported prop (such as doors or windows) can't be moved
<li>A prop's origin will always be different from the original figure, so you'll find that Y rotating it doesn't produce the expected result.</ul>
<p align=justify>The 3rd/4th images are of a WIP building I was playing with. I assembled it by making one floor and exporting it, then importing it a prop. Here are some points which may be of of interest.
<li>The large front windows are the patio doors, with all body parts except the doors switched off, then scaled to size.
<li>The narrow windows just to the right of them were Xscaled to center them. (See next step for details).
<li>The brick on the right-hand side of the building is the standard brick preset with a blueish Diffuse Color.</tr>
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<td width=25%><a href=""><img src="" border=0></a><br>Scene 8 building
<td width=25%><a href=""><img src="" border=0></a><br>With balcony props
<td width=25%><a href=""><img src="" border=0></a><br>WIP building
<td width=25%><a href=""><img src="" border=0></a><br>Windows are scaled patio doors</tr>
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<tr><td colspan=4 valign=top><b>Step 11 -Scaling</b>
<p align=justify><ul><li><b>Image 11a - Front section</b>
<br>One situation you may come across is if you want to fit a single unit, like a door or window, into 2 wall sections. For example, the front section of the building in scene 8 is 3 units wide x 2 units deep. The 1st image shows the right-hand side of that section, just below the roof. If you position a window there using the normal jumps and switch off one of the walls, the window will be too far back (or forward). You want it to sit in the center, so how can you do it? The answer is to use scaling, but you don't need to guess at it. A bit of simple maths is all it takes. (Don't be scared - It's easy - lol).
<p align=justify><li><b>Image 11b - Walls scaled</b>
<br>We can say that the size of 2 units = 200%. If I scale the 2 wall sections to Xscale 50%, it leaves a space which is exactly the right size for my window (50+50+100 = 200%). However, due to the position of the origin on all wall sections (so they all move correctly with QuickPose), both walls will scale towards the right, and the front one needs to be re-positioned. It also forms a corner and after scaling it, the morph is wrong. Easily fixed with maths. I scaled by 50% and I know that a unit = 170cm, so if I move the wall 85cm to the left, (50% of 170 = 85), it's in the right position.
<br>The morph was correct at -100% when scale was 100%. Now that scale is 50%, the morph needs to be -200%. (It needs to double because the wall is half the size it was). For convenience, limits on the corner morphs are set at 100%, but you can switch limits off by double-clicking the morph <b>name</b> and setting 'Respect Limits' to 'No'. (In Poser, simply set higher limits). Once limits are off, you can change the value to -200%.
<p align=justify><li><b>Image 11c - Window added</b>
<br>The 3rd image shows my window in position. Moving it by the normal jumps won't put it in the correct position because it's mid-way between 2 jumps, but all I need to do is move it forward 85cm from the nearest position and it's perfect. And if my building is in the background, I can get away with the slight texture distortion caused by scaling. If I wanted to be really clever and make the scaled texture match on the walls and window, I could use a scale of 66.66% on all three and move them by 56.66cm (33.33% of 170) with a morph value of 150%.
<p align=justify><li><b>Image 11d - A narrow window</b>
<br>A similar technique can be useful if you want narrower windows. In the 4th image, I scaled the walls to 75% and moved one by 42.5cm (25% of 170), and set it's morph to 133.33%. The center window was scaled to 50% and also moved by 42.5cm.
<p align=justify>Scaling works well as long as the object isn't too prominent in the final render, so for background elements, it can be very useful.</tr>
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<td width=25%><a href=""><img src="" border=0></a><br>Front is 2 units wide
<td width=25%><a href=""><img src="" border=0></a><br>Walls scaled to 50%
<td width=25%><a href=""><img src="" border=0></a><br>Window fits in center
<td width=25%><a href=""><img src="" border=0></a><br>A narrow window</tr>
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<p align=justify><b>Conclusion</b>
<p align=justify>I played with this pack during building and testing, but I'm sure I haven't thought of a lot things which can be done with it, so I look forward to seeing some cool buildings. The next in the series will be Room Creator Stairways & Balconies - everything from modular staircases, spiral stairs and fire escapes to balconies, porches and decking (and probably a bunch of other stuff I'll add in along the way - lol). I also have plans for a Room Creator Streets pack so you can build a neighborhood, and quite a few other fun things.