satishjogi Posted December 23, 2007 Share Posted December 23, 2007 hi all, i dont know if this is the right place to post this, just a question how do i recreate the lights like in the image attached. its mother of pearl disks with yellow light, its huge when i modelled it, n never came out the same. if you were me, how would u go about doing this thing? thank you all!! Link to comment Share on other sites More sharing options...
manta Posted December 24, 2007 Share Posted December 24, 2007 I guess I would try displacement with SSS... Link to comment Share on other sites More sharing options...
Claudio Branch Posted December 24, 2007 Share Posted December 24, 2007 if you were me, how would u go about doing this thing? First off, let me just say, that is one sweet pad! Here is my breakdown of the modeling task at hand and a couple of suggestions to tackle it: The primary forms that I see are the inverted stairstep cones. The secondary forms that I see are the strands made up of 3 circular disks. So basically the task at hand is to model these forms first and then populate the primary form with instances of the secondary form. Max gives you a few options to get there. The example I created was done using a PF Source Particle System. The cone becomes the "position object" and the strands become the "particles" via referenced geometry. I selected a series of concentric edges on each stairstep surface as the position for my objects to "emit." I also have a random horizontal rotate on my strands. The other option is to use the Spacing Tool on individual concentric circles based off of the primary form. It is doable, but it will be inefficient. I recommend that you go with a Particle System. It is fast and it is very flexible. It will help you manage the geometry in your viewport as well. You can specify what percentage of the P-system is shown and display the geometry as "ticks." I would handle the rest of the ceiling with another P-System. You could create an object emitter out of a plane. The plane should have several length & width segments with a Noise modifier to give it some nice surface undulation. Populate the plane with strands based off of each vertex or polygon and you are home free Brother. Have fun with it! Good Luck. Link to comment Share on other sites More sharing options...
satishjogi Posted December 24, 2007 Author Share Posted December 24, 2007 thanks claudio n william, ill try doing it that way claudio, will show it to you when im done.. thank u so much. cheers Link to comment Share on other sites More sharing options...
STRAT Posted December 24, 2007 Share Posted December 24, 2007 thats a nice little image to recreate personally, i'd go down the modelling/instancing route (see Claudio's attempt). keep on modelling and copying and xreffing and instancing etc etc until you have the mesh. it's shouldn't be too poly heavey or take too long. then lighting and materials should be self evident. you might need sss, you might not. it might be a self radiosity thing, it might not. you might put in some basic localised lighting that works magic. try it Link to comment Share on other sites More sharing options...
Claudio Branch Posted December 24, 2007 Share Posted December 24, 2007 ...then lighting and materials should be self evident As far as the materials go, I was thinking you might try using a V-Ray light material on the entire primary form surface and add a glow effect (Does V-Ray support that though?). You mentioned mother of pearl in regards to the strands of disks. Post up some images after you get started if you can. Link to comment Share on other sites More sharing options...
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