LuxXeon opened this issue on Mar 30, 2015 · 17 posts
LuxXeon posted Tue, 31 March 2015 at 2:17 PM
Nice tut Lux. Enjoyed it. Going to try that later. Looks like it will translate to Blender no problem. I got one for you though. There is a thread in t he Blender forum I wish you would check out. http://www.renderosity.com/mod/forumpro/?thread_id=2889384
Because there is Picture of a Teapot in it. The basic shape would not be hard to model but there is raised detail along the bottom. I'm not sure how I would go about doing this other than a bump map. If you get a chance have a look. I'd like to know what you think.
Thanks, Cybermonk. The teapot I saw there was indeed a tricky object. That's definitely a case where I personally would create those specific details using either displacement or normal mapping, in a sculpting application. However, it's not impossible to model it out either. The only thing that would require some additional consideration there is the edge flow of the scalloped details. You'd need to find a way to get the edge segments of the object to skew slightly towards a common centroid in those areas, while still maintaining the overall profile integrity of the object. I suppose it could be done with some remeshing modifier tricks, but I'd have to experiment with some procedures to get the right ones. The ornamental details themselves, however, could be easily brought out with some beveling, once you have the edges oriented properly.
In this case, I selected several edge loops halfway down the model, and quad chamfered them with two segments in 3dsmax, and raised up the interior segments to create the ornate scalloped effect after subdivision.
This obviously isn't a serious attempt to reproduce the effect, but it's the approach I'd probably take, once the topology was worked out.
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