In this post we are going to see how to use Boolean Operations in order to obtain complex geometry, and after that we will also go over and explain how to deal with tapering geometry as well as intersecting geometry. So if this is something that might interest you, then go ahead and check out this post.
Check out this post to see the how to do the dreaded UVW Unwrapping inside 3ds Max. We will cover the basics of unwrapping, peeling, stitching and breaking UV Islands. So if this is something that you might be interested in check out this post.
Today we go on another modeling tutorial adventure. For today’s topic i have chosen a model that received a request a while back. That was how to model a specific chandelier.
Like always, modeling starts with setting up a blueprint to follow. So if you want to follow along with me, get the image from below. Now the actual modeling for this chandelier model took a bit longer then what i initially expected. Due to this i decided to split it up in two parts. In the first part we will go over how to create the cage of the chandelier. And then we will also create some of the elements for the inner parts. So check it out in the first part of the video below.
In the second part of the video we will continue with creating the rest of the elements. That being the crystals, the light bulbs and the holders for them. You will also see how to get the crystals perfectly aligned on the handing part of the chandelier. So check this out in the second part of the video below.
Texturing And Materials
When creating modeling tutorials i usually don’t go over the materials. Main reason is that to me it seems very simple, but i’ve received some requests so here it is.
Generally when creating materials for a model, first thing you do is separate how many materials will you need. After this you need to go ahead and address those material needs. In this model it ended up being three materials. The metal, the crystal and the material for the light bulb. Before doing any of the materials though you need to see if you have to do UVW unwrapping. For this model, i got away with doing the simple UV mapping with the UV Map modifier.
The metal material will show you how to control the reflections and color of the shader. The crystal material will how you how to get that colorful refractive look that makes crystal unique. And the shader for the light bulbs will show you a few tricks on getting that glow effect. So all in all if you want to see how i did it check out the video below.
So if you followed the videos now you know how to model a chandelier like this. It was fun creating it for me, and all i can say is i hope it was helpful to you. Also if there is anything that you would like to see me create a tutorial about leave a comment on the YouTube channel and i will do my best to help you out. So until next time i leave you with the blueprint for the chandelier.
For today’s article we have another modeling tutorial. This time around we are going to check and see the whole process of creation. We will start from the blueprints, the modeling and end up with the UVW unwrapping.
Preparing the Blueprints
This is the first phase of modeling anything really. Usually i don’t cover this phase as i have created a video about this in the past. But since i have received multiple question about the creation process i decided to include it this time around. We will start with creating the front and side views as we are lacking a top view for the blueprints. The creation process is in Photoshop so if you want to see it check out the video below.
The Modeling Phase
Modeling this chair wasn’t really that hard, but it did have a few challenges. We will go over creating each part of the chair separately, the legs, seat, back rest. Since creating these elements is a bit of a time hog i decided to split it into two parts. Main reason for this is because i don’t like creating videos that are over 30 min long. Anyways if you want to see how i created the basic version check out the videos.
After having watched the videos you will have the basic chair model done and finished.
Creating A Tall Version of The Chair
Before going on to the UVW Unwrapping phase i decided to go in and make a variation video. The idea here was to give you an overview on how you can reuse your modifier stack before collapsing it. In this case i only had to do minor adjustments to get the tall version. But actually if you have the modifiers in your model, you can get a much more complex model. And the bonus is that you will have to do half the job. So if you want to see how i created the tall version check out the video below.
The UVW Unwrapping Phase
This is the last video for the chair and it’s going to be about UVW unwrapping. Again this is where most of the people for some reason are having issues. As i’ve said before, UVW mapping is not that complex, and with the help of Unfold3D it’s fast as well. So if you want to see me do the unwrapping for this model check out the video below.
So if you’ve went over all of these videos then you know how to model this chair from scratch. So all i have left to do is leave you with one last thing, and that is the blueprints. This is in case you don’t want to create them yourself in Photoshop.
As always i hope you guys had fun and learned something new. If that is the case help with sharing this post so it reaches more people and hopefully helps them as well.