
Observation Deck, Tetrapoint Base, V1 3D Model

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5 Stars|Feb 17, 2025
Lukon, another strange and wonderful masterpiece! Thanks for the many generous shares. Always a different style. I dig it! I am grateful.

5 Stars|Feb 15, 2025
One of the most unusual and imaginative structures in my library. Well thought out design, that allows easy loading of the whole structure or parts of it. The elevator itself would make a nice prop in other scenes. A lot of thought went into this, and it shows. The Readme has very useful tips and information.
Observation Deck, Tetrapoint Base, V1 3D Model
Observation Deck, TetraPoint Base, V1
A free 3D model by Luke Turner (AKA Luqu, Luqu Trnr, Lukon100, Volcanoface, Doubt45, Illuwuz).
Note: If I revise this model and re-issue it, I will increment the "V1" to "V2" and so on.
I just spontaneously started makin' it in Blender last week.
I love the brutalist feel of it. I think it would go well with other brutalist style environments such as mbit's "NoWhere", "Render Scenes" and "Somewhere in the Streets" series; and various sets by FWDesign.
Here's the vertex and polygon count for two of them with a connecting bridge between them:
Vertices = 2,976
Polygons = 2,045
Well, that's what the Daz Studio Scene Info tab says, anyway.
SHORTCOMINGS
This 3D model ain't perfect. It's construction reflects my current beginner's skill level with Blender.
But it looks ok from a typical distance, I think.
VERSIONS AND FEATURES
This download includes the model in both DAZ Studio format and .obj format.
The set has several parts to mix-and-match.
There's a small base that you'll likely want to use. The bigger base is best used under the small one, as an extension. The big base does not work so well by itself and with the elevator shaft 'cause it lacks the details associated with the elevator shaft, like the bottom door sill. Only the small base has that elevator-matching detail.
Both the small base and the big base also have tall versions for use on terrain with more radical hills and slants.
The elevator is a separate part so you can opt not to use it. You might opt not to use it if you link multiple decks together using the foot-bridge, such that you only need the elevator in one of the decks.
When you opt out of using the elevator, the small base, and the deck's floor and ceiling, will still have elevator-associated materials details, including big old holes where the elevator would have been. The holes can be filled, and the trim details reconfigured, by means of the materials presets I created to do just that – but only in the Daz Studio version of course. Users of other programs will have to figure that mess out on their own.
But it goes like this:
For the small base using the elevator…
"Base" = whatever you like for the overall base
"Elevator_Door_Sills" = whatever you like for such a thing
"Base,_No_Elevator" = invisible.
For the small base omitting the elevator…
"Base" = whatever you like for the overall base
"Elevator_Door_Sills" = whatever you used for "Base"
"Base,_No_Elevator" = whatever you used for "Base"
For the deck using the elevator…
"Elevator_Door_Sills" = whatever you like for such a thing
"Floor_Elevator_Shaft_Void" = invisible
"Flashing,_All_Use" = whatever you like for trim strips on the floor and ceiling generally
"Flashing,_Elevator" = whatever you used for "Flashing,_All_Use"
"Flashing,_No-Elevator" = invisible
For the deck omitting the elevator…
"Floor" = whatever you like for the floor generally
"Elevator_Door_Sills" = whatever you used for "Floor"
"Floor_Elevator_Shaft_Void" = whatever you used for "Floor"
"Flashing,_All_Use" = whatever you like for trim strips on the floor and ceiling generally
"Flashing,_Elevator" = whatever you used for "Floor"
"Flashing,_No-Elevator" = whatever you used for "Flashing,_All_Use"
Likewise, using the bridge will require removing the window panes on the deck that otherwise block access to the bridge at either end. Again, I made presets that do this for Daz Users.
In other programs, the material zones to make invisible are:
"Side_Port,_Left"
"Side_Port,_Right"
The elevator is rigged in Daz Studio, wherein a single slider works the motions of the car and the doors when going up or down between levels.
Users of other programs need to know the following when moving the elevator:
1. The car and the doors are separate "bones" from the shaft.
2. The car is at 0 Z (vertical) by default.
3. The car must go 1222 Daz units (cm) up to reach top level.
4. The tilt of the elevator shaft means the car must also travel horizontally, towards the back, 127.713 Daz units (cm) when it reaches the top.
5. I needed to add .001 to the vertical position of the car at both the bottom and the top to fix an iRay problem where the elevator floor collided with the base and deck floors, glitching out, even when the base and deck floor surfaces were invisible. You may need to do the same.
The roof and ceiling can also be hidden in Daz by means of some presets I include. The preset for hiding will hide all but the trim strips in the ceiling. But I think that's enough for what most people hide the ceilings for, to let in exterior light.
In Daz Studio, all parts have positioning slider controls to simplify moving the parts around for assembling decks and bridges together. There's also a toggle button to bring any part down to ground level so you can load props onto them easier.
Finally, I have included two basic parenting assemblies as scene subset files: a single deck with small base, and two with a bridge between them and small bases.
MATERIALS
Both format versions are UV mapped, except for the elevator buttons and button bezels.
I provide a materials preset for only the default materials, for restoring to that default when convenient.
The materials image maps come from the Daz Studio default resources set, as it was in 4.11.
FINDING THE MODEL IN DAZ STUDIO AFTER INSTALL
The DAZ Studio format version can be found in the Content Library under:
DAZ Studio Formats
My DAZ 3D Library
Props
Luqu Trnr
Observation Deck, TetraPoint Base, V1
LICENSING / PERMISSIONS
Please feed my ego by crediting me when you publish pictures featuring my models.
In fact, my condition for commercial renders or subsumed redistribution is that I be notified of it's use so I can brag about it.
Feel free to improve this model's geometry, but still credit me as the originator.
NO WARRANTY ON PRODUCT
Luqu Trnr is not liable for any damage or incident involving the use of this model.
A free 3D model by Luke Turner (AKA Luqu, Luqu Trnr, Lukon100, Volcanoface, Doubt45, Illuwuz).
Note: If I revise this model and re-issue it, I will increment the "V1" to "V2" and so on.
I just spontaneously started makin' it in Blender last week.
I love the brutalist feel of it. I think it would go well with other brutalist style environments such as mbit's "NoWhere", "Render Scenes" and "Somewhere in the Streets" series; and various sets by FWDesign.
Here's the vertex and polygon count for two of them with a connecting bridge between them:
Vertices = 2,976
Polygons = 2,045
Well, that's what the Daz Studio Scene Info tab says, anyway.
SHORTCOMINGS
This 3D model ain't perfect. It's construction reflects my current beginner's skill level with Blender.
But it looks ok from a typical distance, I think.
VERSIONS AND FEATURES
This download includes the model in both DAZ Studio format and .obj format.
The set has several parts to mix-and-match.
There's a small base that you'll likely want to use. The bigger base is best used under the small one, as an extension. The big base does not work so well by itself and with the elevator shaft 'cause it lacks the details associated with the elevator shaft, like the bottom door sill. Only the small base has that elevator-matching detail.
Both the small base and the big base also have tall versions for use on terrain with more radical hills and slants.
The elevator is a separate part so you can opt not to use it. You might opt not to use it if you link multiple decks together using the foot-bridge, such that you only need the elevator in one of the decks.
When you opt out of using the elevator, the small base, and the deck's floor and ceiling, will still have elevator-associated materials details, including big old holes where the elevator would have been. The holes can be filled, and the trim details reconfigured, by means of the materials presets I created to do just that – but only in the Daz Studio version of course. Users of other programs will have to figure that mess out on their own.
But it goes like this:
For the small base using the elevator…
"Base" = whatever you like for the overall base
"Elevator_Door_Sills" = whatever you like for such a thing
"Base,_No_Elevator" = invisible.
For the small base omitting the elevator…
"Base" = whatever you like for the overall base
"Elevator_Door_Sills" = whatever you used for "Base"
"Base,_No_Elevator" = whatever you used for "Base"
For the deck using the elevator…
"Elevator_Door_Sills" = whatever you like for such a thing
"Floor_Elevator_Shaft_Void" = invisible
"Flashing,_All_Use" = whatever you like for trim strips on the floor and ceiling generally
"Flashing,_Elevator" = whatever you used for "Flashing,_All_Use"
"Flashing,_No-Elevator" = invisible
For the deck omitting the elevator…
"Floor" = whatever you like for the floor generally
"Elevator_Door_Sills" = whatever you used for "Floor"
"Floor_Elevator_Shaft_Void" = whatever you used for "Floor"
"Flashing,_All_Use" = whatever you like for trim strips on the floor and ceiling generally
"Flashing,_Elevator" = whatever you used for "Floor"
"Flashing,_No-Elevator" = whatever you used for "Flashing,_All_Use"
Likewise, using the bridge will require removing the window panes on the deck that otherwise block access to the bridge at either end. Again, I made presets that do this for Daz Users.
In other programs, the material zones to make invisible are:
"Side_Port,_Left"
"Side_Port,_Right"
The elevator is rigged in Daz Studio, wherein a single slider works the motions of the car and the doors when going up or down between levels.
Users of other programs need to know the following when moving the elevator:
1. The car and the doors are separate "bones" from the shaft.
2. The car is at 0 Z (vertical) by default.
3. The car must go 1222 Daz units (cm) up to reach top level.
4. The tilt of the elevator shaft means the car must also travel horizontally, towards the back, 127.713 Daz units (cm) when it reaches the top.
5. I needed to add .001 to the vertical position of the car at both the bottom and the top to fix an iRay problem where the elevator floor collided with the base and deck floors, glitching out, even when the base and deck floor surfaces were invisible. You may need to do the same.
The roof and ceiling can also be hidden in Daz by means of some presets I include. The preset for hiding will hide all but the trim strips in the ceiling. But I think that's enough for what most people hide the ceilings for, to let in exterior light.
In Daz Studio, all parts have positioning slider controls to simplify moving the parts around for assembling decks and bridges together. There's also a toggle button to bring any part down to ground level so you can load props onto them easier.
Finally, I have included two basic parenting assemblies as scene subset files: a single deck with small base, and two with a bridge between them and small bases.
MATERIALS
Both format versions are UV mapped, except for the elevator buttons and button bezels.
I provide a materials preset for only the default materials, for restoring to that default when convenient.
The materials image maps come from the Daz Studio default resources set, as it was in 4.11.
FINDING THE MODEL IN DAZ STUDIO AFTER INSTALL
The DAZ Studio format version can be found in the Content Library under:
DAZ Studio Formats
My DAZ 3D Library
Props
Luqu Trnr
Observation Deck, TetraPoint Base, V1
LICENSING / PERMISSIONS
Please feed my ego by crediting me when you publish pictures featuring my models.
In fact, my condition for commercial renders or subsumed redistribution is that I be notified of it's use so I can brag about it.
Feel free to improve this model's geometry, but still credit me as the originator.
NO WARRANTY ON PRODUCT
Luqu Trnr is not liable for any damage or incident involving the use of this model.