Tuesday, 19 April 2011

3d Apple Part-1

1.Start off with a sphere of about 32 segments, convert it to editable poly and turn on soft selection, now select about a third of the apple below the middle and pull downwards a bit…you might have to tweak the falloff to get a nice tapering effect like in the picture.

2.Now that we have the basic tapering shape of the apple we are gonna use a displacement map to make it look more like and apple. With the soft selection still from before still selected, Select the Displace modifier from the list and browse through your max/maps directory to find the AppleDis.jpg and slap this into the bitmap slot.








If you have trouble getting the required effect try these settings…

Strength -10.685
Decay: 2.0

3. Now we want to displace only the top half of the apple so we use an Edit Mesh mod and use soft selection again to select the top half of the apple like so…

4. The make a copy of the first Displace mod (by shift dragging the mod in the modifier stack to the slot just above the edit mesh) And adjust the settings to get the required affect…make it a bit less strong than the base.

Strength: 9.5
Decay: 5

5.Now we have the shape but the top is still very un-apple-like, to fix this and make that trademark apple indentation on the top we use another Edit mesh mod and select the center vertex….use a soft selection again and pull this vertex down. To make a fairly sharp indentation, this can be exaggerated because the Meshsmooth mod we will add is gonna completely round this off and make it much less severe.
6.MESHSMOOTH!!!!...the ultimate king of all mods ;)..I get a warm tingly feeling inside whenever I apply this modifier…lol…set it to 2 iterations and marvel at the awesome apple ;)…

The Stem (Modeling)
Make a cylinder in the left view port convert to an Editable Poly chamfer a few edgs like so
apply a bend mod to it and twiddle the gizmo till you get this, finally add a meshsmooth mod…:D
Well that’s the stem done, now on to the leaf!.
The leaf (modeling)

Because we want to make a glass replica of a leaf this one will be very basic in detail and also fairly thick…like a real glass replica of an apple…

1. So start in the top view port with a plane…just because I love working from reference I will import a picture of a real apple leaf for view port reference. Download map below.
Now make a plane1 height segment and one width segment. We don’t need more because we will shift drag the shape of this leaf. Convert to Editable Poly

2. Now select an edge and while holding Shift use the move tool to drag a new edge.
Use a combination of shift drag and Uniform scale to follow the outline of the leaf.
3. Now select all the vertical edges and press connect to cut a line along the center, this will sharpen the ends and make for a denser mesh. Also apply a meshsmooth now to see the final outline in high res.

4. Time to add a bit of body to the leaf…remember this is meant to be glass so some nice rounded edges will do nicely, and for people with max6/7 you can use a Shell mod for this, in fact I will use only this technique because its much faster.


5. This is for tweaking the leaf, I applied both a shell mod and a spherify mod to give the leaf some body, this will also give a nice lens effect latter when it comes to the caustics.

6. Finally we will make the leaf a little more interesting by bending it nicely, ,Use a Bend Mod for this and you should end up with something like this.
This should be enough for it to Wrap itself nicely around the apple, ;) When your happy with the bend amount and thickness move the leaf to the apple and position it correctly, Something like this

In fact this is probably the best position of it so make a target camera and with it selected press Ctrl + C to match the camera to the perspective view, this will be out render angle.

And for anyone too lazy (or feels superior to the skills required) to model the stuff thus far here is the finished apple Scene.

Lighting: (GI/Photons and other such cool toys)

This is arguably the most important aspect of this scene because so much of the final effect that the materials will have is down to the lighting,

For this scene I am gonna use a Single point lighting system and a filler GI lighting setup. For anyone unfamiliar to Vray I will explain a bit about the
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Vray Light
This is a special vray light
1. To set up the lighting in this scene we will make a vray light ands and set its state to pla
Like this
Now turn the multiplier up to 5.

We will tweak the size and position latter once the GI has been configured and we can get an idea of how the scene lighting will look

GI (Global Illumination):

Although the Plane light is our main point light source we will need some filler lighting from the environment, If you were to render the scene now it would look like this.
(Note: Enable Vray in the render tab first)

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