You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Modelling the Wisteria<br />
This process is based on simple, efficient solutions<br />
04 Model the flowers<br />
In the presented scene we did not use blueprints; we simply<br />
focused on the reference images and tried to retain the<br />
general forms. The flower consisted of three elements.<br />
Create a simple plane object and add new divisions to obtain<br />
the low-poly shape of the main body. Follow the same<br />
procedure to prepare the petals and core. In the end, we’ll<br />
need a shoot that will connect the flower to the stalk. Copy<br />
the flower twice and change the geometry a little to give it<br />
more variety D.<br />
05 Prepare the geometry to multiply<br />
Once the main elements of the flower are done, apply a<br />
UVW map to each object. We used a simple box-mapping<br />
procedure. Create the necessary maps, shaders and apply to<br />
your models. Next, convert the geometry into Editable Poly<br />
and attach all the components into one object. Adjust the<br />
pivot; make sure the Z axis is placed exactly as shown in the<br />
example – this stage is very important, so take your time E.<br />
D Create the flowers using<br />
simple elements with<br />
Editable Poly techniques<br />
d<br />
E Be sure to pay close attention<br />
as to keep the correct order<br />
of actions<br />
e<br />
f<br />
F Note that having plants of<br />
different ages in the scene<br />
will produce a much more<br />
realistic finish<br />
g<br />
G Play with the general size<br />
and density in each group<br />
to achieve a more natural,<br />
random impression<br />
g<br />
g<br />
Problems &<br />
solutions<br />
The main problem when<br />
creating plants is the<br />
random impression<br />
required for all elements.<br />
We need to make sure<br />
the flowers, leaves, etc,<br />
will not appear<br />
countable in the end.<br />
Creating the Wisteria<br />
scene, I also needed<br />
very dense branches to<br />
cover the whole<br />
courtyard and climbers<br />
on columns.<br />
Each new model will<br />
require specific textures<br />
and mapping, which in<br />
some cases might be<br />
difficult to complete<br />
because of the lack of<br />
stock textures and the<br />
unusual geometry. The<br />
many repetition issues<br />
might discourage at first<br />
sight, but remember that<br />
once you go through the<br />
process you will gain a<br />
unique model that can<br />
be used in future<br />
projects, and will make<br />
your <strong>art</strong>work distinct.<br />
Overall the solutions<br />
are very simple. To<br />
spread the predefined<br />
components we will use<br />
the Advanced Painter<br />
script developed by<br />
Herman Saksono;<br />
branch creation will be<br />
solved with the Ivy<br />
Generator plug-in from<br />
GuruWare; and the rest<br />
will be covered by basic<br />
poly modelling and a<br />
little patience!<br />
e<br />
e<br />
06 Stalk and leaf creation<br />
In this step we will create the stalk object and some leaves.<br />
The actions in this step are pretty much the same as in the<br />
basic flower creation process. First, use a spline to draw the<br />
stalk and leaf. Copy them twice and tweak the size and<br />
shape slightly. You can create three different lengths of stalk<br />
to produce plants in various stages of development. Also,<br />
take care when adjusting the pivot points here f.<br />
07 Create groups of plants<br />
Using the Advanced Painter script spreads the leaves and<br />
flowers on the stalk. Set Advanced Painter to Randomizer<br />
mode, and select the correct object to Multiply. Be sure to<br />
check the Align Up-Direction is set to N, and remember to<br />
use stalks with different lengths. Once you have created<br />
similar groups to those shown, convert the objects into<br />
Editable Poly and attach them into one object. Once again,<br />
carefully adjust the pivots until it looks right g.<br />
Advanced<br />
Painter<br />
The Advanced Painter script<br />
is a very powerful tool.<br />
Among its many options you<br />
will find the Randomizer,<br />
Grass and Stone modes.<br />
Depending on your needs, it<br />
can be used to arbitrarily<br />
spread custom objects on a<br />
mesh surface or to apply<br />
predefined settings. It is a<br />
very accurate tool that allows<br />
you to, in fact, paint with<br />
objects in real-time – very<br />
handy when adding finer<br />
details to your scenes.<br />
Advanced Painter gives<br />
you control over the position<br />
and rotation of distributed<br />
objects so there are many<br />
ways to apply them, as<br />
demonstrated in this scene.<br />
54