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3d art

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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

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