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How would you model this?


shauncarollo
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http://i.ebayimg.com/t/Hand-Twisted-Glass-Pendant-By-Prospetto-Flamingo-Modern-Look-Very-Unique-/00/s/MTYwMFgxMjAw/$(KGrHqF,!ocE9eGelY)JBPm(riUunw~~60_35.JPG

 

I've got to model this for the project I am working. I started with a cylinder with 48 height segs, 32 width segs. Added taper, and then tried a bend modifier but I cant get the tubes to come out right. I'm hoping that I don't have to do it with a spline/offset.

 

Any suggestions?

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Thanks for the replies guys. I ended up creating a spline and just lofting a circle around and adjusting the taper and curve--so thanks :)

 

I've got another modeling question (hopefully the last; I'm nearly completed with this project) How would you model this textured wall by Interlam? It's one of those milled MDF architectural panels.

 

http://interlam-design.com/wp-content/gallery/facets-ii/facets-ii-elements-sculpted-wall-panel-002.jpg

 

I'm sorry if this is elementary--I've only been working in max for under a year. I tried to create a plane with all different kinds of tessellations and grid patters, even random quick slicing to get the randomness and then adjusting with a noise modifier but I cannot seem to get it right. This wall is 10' tall and spans our entire office--80' or so, going from room to room with really nice grazing light. What do you think is my best bet for getting it accurate?

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Create your plane that is the basis of the wall. Add a subdivide modifier so that you can control the size of your tessellation. Add a noise, turn on fractal and change the roughness to 1.0. Set the strength to get the offset. Lastly, I would add an edit poly and select all faces and clear the smoothing groups. I would also select the border and make it planar so that you have a flat edge. If you want it UVW mapped, I would put that modifier before the noise and I think that's about it.

 

Edit: You'll likely want to model some after the noise... maybe chamfer selected verts, but i think this will get you started for sure.

Edited by CoreyMBeaulieu
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test28_zps43a50934.png

 

Keep in mind I haven't developed a final lighting solution for this area yet. I'm using a Vray plane light, temp 4000, intensity = 10 default (image) units. Why does this look so bad? Should I be using a different kind of Vray light to get a wall wash effect with more distributed attenuation?

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