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urgently neaded advice for modelling


nodar1978
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Easiest (but not super close to reference) is to use Cellular map inside displace modifier (inverted). Takes some bit of experimenting.

 

You will not find it ;- ) Modelling this sculptural ceramics is nightmare, just had 3 even worse in my current project. You might try outsource to some zbrush guy.

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If you are stuck with 3ds max for modelling; I would have started with a sphere, stretch it vertically to get approximate shape, set the amount of segments to something that looks about right for your needs, convert to edit poly, delete top half, delete the faces most to the bottomn to get a flat surface for contact with floor, cap that surface, select all but the bottomn vertexes (verteces? i am way to tired to remember, sorry) and apply a noise modifier, set strength and scale on that to something that looks about right to create some chaos/randomness in the squares. Select faces and bevel inwards (pr poly mode, so each face bevels seperately from eachother. Do that perhaps once or twice to create the concave shape of the square-looking shapes, and then select all the main edges you started with (loop/ring are handy here) and chamfer a little bit to get sharper edges later. Then you apply a turbosmooth with a couple of iterations, perhaps another noise modifier to add a bit more randomness, and at last perhaps a shell modifier for thickness. Then you go to Bertrand Benoits website and look for materialism 1.5 and try to make that kind of material for yourself/follow his tutorial (he is really a wizard with materials, and at least i learn a lot from reading his posts about materials, i highly recommend it if you have not allready checked it out) and tweak it a bit, at least it should be a good starting point for the material. Thats the way i imagine i would do it, good luck!

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Poly model it, then turbosmooth, but I would work differently to Nicolai.

 

First, I would start with a plane. Imagine the vase being "unrolled" so it's just 1 flat plane, then copy that by insetting and extruding, beveling etc to get your detail.

Then I would use a bend modifier to turn the plane to an open ended cylinder, then poly model / adjust the seam and weld. Then cap the base, and finally use FFDs to adjust the taper at the bottom.

 

The key to modelling objects such as this is to really try to simplify them, be that through symmetry or flattening, and slowly add detail. In this case the simplest part will be bending and tapering the shape, with the hardest being the bumps, so it makes sense to construct the bumps first.

 

Dean

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