shauncarollo Posted July 17, 2013 Share Posted July 17, 2013 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? Link to comment Share on other sites More sharing options...
Tommy L Posted July 17, 2013 Share Posted July 17, 2013 You could just model each piece as a spline and loft a circle along it. That would give you good control over the fluting and offer good uvw maping. Or you could use a cylinder with a spline controller like you mentioned. Link to comment Share on other sites More sharing options...
Zdravko Barisic Posted July 17, 2013 Share Posted July 17, 2013 Agree, also, you can use different sections as a shapes, so, basically you can have 3 or more different shapes as sections, for one single spline good luck Link to comment Share on other sites More sharing options...
shauncarollo Posted July 22, 2013 Author Share Posted July 22, 2013 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? Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 22, 2013 Share Posted July 22, 2013 (edited) 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 July 22, 2013 by CoreyMBeaulieu Link to comment Share on other sites More sharing options...
shauncarollo Posted July 22, 2013 Author Share Posted July 22, 2013 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? Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 22, 2013 Share Posted July 22, 2013 You need to clear the smoothing so that the noise is hard edges not smoothed over. You can accent it, too, by using an edge texture in the diffuse Link to comment Share on other sites More sharing options...
shauncarollo Posted July 22, 2013 Author Share Posted July 22, 2013 You need to clear the smoothing so that the noise is hard edges not smoothed over. You can accent it, too, by using an edge texture in the diffuse You mean go into polygon sub-selection, then clear all in smoothing groups? because that's done. Link to comment Share on other sites More sharing options...
shauncarollo Posted July 22, 2013 Author Share Posted July 22, 2013 You mean go into polygon sub-selection, then clear all in smoothing groups? because that's done. I re-cleared the smoothing groups after the edit poly modifier and it seems to look good enough. Thanks Corey Link to comment Share on other sites More sharing options...
shauncarollo Posted July 22, 2013 Author Share Posted July 22, 2013 This is the result. Thanks so much. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 22, 2013 Share Posted July 22, 2013 That is what I meant and that is looking better. Link to comment Share on other sites More sharing options...
Nic H Posted July 23, 2013 Share Posted July 23, 2013 need to fix the white balance or add another tone of light i think. looks dirty right now Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 23, 2013 Share Posted July 23, 2013 It could be the white balance or you may just want to use an override material on the floor and walls. Put a completely default Vray material into the GI slot and use what you have as the base. Link to comment Share on other sites More sharing options...
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