by Hussain Almossawi Web: www.skyrill.com
In this tutorial I will be talking mainly about how I made the weaved pattern (wattle) for the sides of the chair in the scene shown above. There were a few requests so I decided to write about it, I’ve tried to draw the general idea of how it was made, as a final render it might look complex, but breaking it apart you’ll find out that its mainly a repetitive pattern. So here it goes…
In this tutorial I won’t be going over making the same chair above, but will make use of the weaved pattern to create a side table, both to make it shorter on you and make something else.
Hope you find it useful, and please leave a comment at the end of this tutorial with any questions or comments.
Step 1 - Create a plane, and set the horizontal segments based on how many rows of the pattern will be in your object. The vertical will be for how wide each curve in each line will... Don't worry, it will clear up below.
Step 2 - Convert your plane to an 'Editable Poly'.
Step 3 - Select all the vertices making up your vertical segments, selecting 1 column and skipping another, just like in the thumbnail.
Step 4 - Drag these vertices to the front, depending on how much curve you want to give your shape.
Step 5 - Choose one of the horizontal edges, and press 'Loop' and then 'Ring' from the right menu.
Step 6 - Choose create shape from outline from the right side. Make sure you choose 'smooth', this will allow the sharp corners we created earlier to smooth out. * Feel free to adjust the vertices we moved forward earlier, since you have a better view of how it will look smoothed out.
Step 7 - Select your spline, and on the side, under 'Rendering', place a tick next to "Enable in Viewport", and choose the rectangular option. Depending on your units and scene size, choose a size that's reasonable, make sure that the gap that it creates between a line and another, can fit the same line, this will be important for the next step.
Step 8 - Once you are satisfied with the width and height of your lines, select the object / spline as a whole, hold Shift + Drag up to duplicate the same set of lines in the gaps that you created. Make sure that the splines don't overlap one another and fit nicely. Now change your viewport, and drag these set of lines to the left/right, so that the curve would be facing the opposite way of the other set of lines curves. * I felt like the oval gap it created between my lines was a bit too much, so I selected both, and using the Scale Tool just adjusted it a bit.
Step 9 - Remove the extra vertices that are created on the sides, making them both almost start and end at the same points.
Step 6 - Choose create shape from outline from the right side. Make sure you choose 'smooth', this will allow the sharp corners we created earlier to smooth out. * Feel free to adjust the vertices we moved forward earlier, since you have a better view of how it will look smoothed out.
Step 7 - Select your spline, and on the side, under 'Rendering', place a tick next to "Enable in Viewport", and choose the rectangular option. Depending on your units and scene size, choose a size that's reasonable, make sure that the gap that it creates between a line and another, can fit the same line, this will be important for the next step.
Step 8 - Once you are satisfied with the width and height of your lines, select the object / spline as a whole, hold Shift + Drag up to duplicate the same set of lines in the gaps that you created. Make sure that the splines don't overlap one another and fit nicely. Now change your viewport, and drag these set of lines to the left/right, so that the curve would be facing the opposite way of the other set of lines curves. * I felt like the oval gap it created between my lines was a bit too much, so I selected both, and using the Scale Tool just adjusted it a bit.
Step 9 - Remove the extra vertices that are created on the sides, making them both almost start and end at the same points.
Step 10 - Create 2 Cylinders next to each other, you can scale them to make them more of an oval shape, and make them fit into the gaps between the places the lines intersect, and duplicate these 2 Cylinders across to the end to fill up all the gaps.
Step 11 - Using cylinders, create a frame for your 'Weaved Pattern' we created. Group everything you've made so far and call it "Side".
Step 12 - Using the rotate tool, Hold Shift and Drag into a 90 degrees angle, repeat this step 3 more times to create a square shape, creating the 4 sides of your table. * You might need to open the new groups and remove some of their legs (cylinders) since they might overlap at some corners.
Step 13 - Create a thin box at the top, this will be the glass.
Step 14 - Select the top border of your 4 legs, and using the "Chamfer" tool, give it a "Chamfer Amount" of 3, and in the Modifier List, Apply the "Smooth" modifier, and check the "Auto Smooth" in its option panel. * You will need to convert the cylinders to an 'Editable Poly' in order to choose its top border like we did above.
Final - After applying material and lighting, the final model could look something like this.
Step 11 - Using cylinders, create a frame for your 'Weaved Pattern' we created. Group everything you've made so far and call it "Side".
Step 12 - Using the rotate tool, Hold Shift and Drag into a 90 degrees angle, repeat this step 3 more times to create a square shape, creating the 4 sides of your table. * You might need to open the new groups and remove some of their legs (cylinders) since they might overlap at some corners.
Step 13 - Create a thin box at the top, this will be the glass.
Step 14 - Select the top border of your 4 legs, and using the "Chamfer" tool, give it a "Chamfer Amount" of 3, and in the Modifier List, Apply the "Smooth" modifier, and check the "Auto Smooth" in its option panel. * You will need to convert the cylinders to an 'Editable Poly' in order to choose its top border like we did above.
Final - After applying material and lighting, the final model could look something like this.
That’s how I did my last scene, but there’s also another way using Displacement Maps, which I’ll talk about in my next tutorial…
I hope you found this tutorial useful, if you have any questions, I’d be more then happy to answer them, just email me or drop it in the comment box. Take care until next time!
source: http://www.cgarena.com/
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