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CannertheNaner's Assortment of (Hopefully) Photo Realistic TARDIS Exteriors from All Eras

Right! I've returned! Sorry I'm late, I've been experimenting with a couple of things and maybe modelling past what I should be at this point, but, I finished the Brachaki Altered TARDIS. Now, I've experimented with adding in a landscape, in the image it's barely visible, but hopefully it adds some character. Let me know what you think and maybe drop some tips if you have any.

1784363260331.png
 
And another, my last one for a little bit, the Thomas Yardley-Jones! Now, before you say anything, yes, I forgot the handles, I hate doing handles, I may add them at a later date, but not right now. (Also for reference, this took me less time to render than the Newbery render)

View attachment 777133
I didn't enjoy doing those handles either, but this image from Mike Verta helped a lot: https://tardisbuilders.com/index.php?threads/mike-vertas-s18-ty-j.9211/post-117386
 
Right. I come with more news

I'm starting, again, again.

I've looked at some things I would like to do and somethings I have found (namely a new render engine) and I have decided that I'm going to make all of the TARDISes again, but ACCURATE to the woodgrain. Is my computer probably going to conk out, yeah. I'm planning on building this plank by plank, which is not ideal for a 3D program like Blender, but this is a sacrifice I will take for accuracy. I said I wanted photorealism, and I will deliver. This means that I will mainly post more frequent updates on the modelling phase and attempt to match these models as close to the originals as possible using screen captures.

Now, you may try to ask me...

Why?

Why not.
 
Tip: if you're going to start again. I would model in something you're comfortable in (including UV mapping) and then import into unreal.

Much less likely to kill your computer, and the results will come a lot quicker. It'll also render your environments for you a lot quicker and there are lots of presets on fab.com for that

That's what I've done and I love it in there 😊

Just a thought, because you're already doing so well in your software of choice 😊👍🏻
 
Thanks for saying that, I already had Unreal Engine installing...

...But I do have one quick question, what exactly would I use it for besides rendering? I am aware that Unreal creates unreal renders, but, would I be able to reliably texture the models as I am planning on going all in on texture painting and not procedural nodes or just images I slightly changed the colour on.

tl;dr, what would Unreal allow me to do?
 
You can build your textures using the node system.

You can build a timeline for animations.

It can render video out with all your camera moves.

And if you do a screen record, because unreal does all it's rendering in real time, you can use windows screen recorder to capture the output, while using WASD to move your camera/ character around.

I used the last method to create this a while ago. (Still very unfinished).

TARDIS walk around

Note: in this example, I haven't set up lighting or done anything particularly advanced with the texture graphs.
 
Right. I come with more news

I'm starting, again, again.

...

Now, you may try to ask me...

Why?

Why not.
That's the nice thing about virtual builds: You don't have hundreds of dollars tied up in lumber and hardware. If a hobby is a way to occupy your time, it's a much more economical way to occupy your time and entertain yourself. And a virtual build doesn't deteriorate over time. You could lose the data but it's never going to be a big rotting eyesore. (Not that I think mine is a big rotting eyesore but you take my point.)
 
Is this the right way to model the corner posts?

View attachment 777309
That's certainly one way to do it. I don't have measurements to hand but it looks alright.

Also, depending which software you're using, the most optimal way may vary.

In Maya, I build them like I have all the pieces of wood, cut and shaped to the correct dimensions and then I create a one piece object using those initial objects as a template.

That way I only have to uv map and texture one object instead of 7.
 
That's certainly one way to do it. I don't have measurements to hand but it looks alright.

Also, depending which software you're using, the most optimal way may vary.

In Maya, I build them like I have all the pieces of wood, cut and shaped to the correct dimensions and then I create a one piece object using those initial objects as a template.

That way I only have to uv map and texture one object instead of 7.
Somewhere on here, there was a diagram that I can't find at the moment. Though I do have it on my pc at home.

Here's a quick sketch. It's not to scale or anything. But it'll give you an idea what I mean.
 

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That's the nice thing about virtual builds: You don't have hundreds of dollars tied up in lumber and hardware. If a hobby is a way to occupy your time, it's a much more economical way to occupy your time and entertain yourself. And a virtual build doesn't deteriorate over time. You could lose the data but it's never going to be a big rotting eyesore. (Not that I think mine is a big rotting eyesore but you take my point.)

You know, I think that is something great to keep in mind while trying to make virtual builds as they are very modular. It's not so good when you are like me and possibly plan to make a real prop. If I do eventually happen into some money, how would I make sure I don't end up with an eye sore after a rainy day? How would I manage my funds? And seeing as you have made a custom build like I plan to, do you have any advice?

Probably not the appropriate place to ask, but it was the spot where I felt comfortable. (Sorry for the rush of questions, it's best to just get all of them out of the way instead of a series.)
 
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