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how to model this wall screen


chow choppe
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Hi everyone

 

can anyone please suggest me how i can model a screen like this

 

014041.th.jpg

 

the fenestrations patterns is random. I can also use an opacity map by PShopping a pattern but i want detail shots of this so i would prefer to model it

 

it has to run across my whole building facade at a distance of 3 mtrs from it.

the plan of the building is in the for for a closed U alphabet.

 

please suggest the best possible way.

 

thanks

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you could model the wall without the holes. Then distribute objects over the mesh using scatter or something similar. Then you could ramdomize the scale of the objects, apply a noise modifier to adjust the shapes of the objects. Then boolean the objects out of the wall. You will end up with quite a messy mesh, but it is a geometry solution. I dont think the displacement method will work in close-up.

Good luck !

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  • 3 weeks later...
then bend it into shape.

 

Just out of curiousity, how do you guys 'bend' into shape like this? would you use multiple bend modifiers and just adjust their gizmos range? Use ffd maybe? (this is a method I've used before but it still distorts the mesh in ways I'm sill not too happy with and curious if there's a better way).

 

Is there a way to have a poly geometry like this follow a specified path? seems like there ought to be...

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Just out of curiousity, how do you guys 'bend' into shape like this? would you use multiple bend modifiers and just adjust their gizmos range? Use ffd maybe? (this is a method I've used before but it still distorts the mesh in ways I'm sill not too happy with and curious if there's a better way).

 

Is there a way to have a poly geometry like this follow a specified path? seems like there ought to be...

 

Path deform might do the trick. Never used it, but it was applied to an object I downloaded. The object was a telephone. The path deform laid the path for the cord, but the 'helix' was already in the cord.

But yes, I was referring to several bend modifiers like you said.

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