gaggle
09-18-2002, 09:00 AM
1) look at part of of pillow
2) model that part
3) rinse, repeat
:)
No I realise that doesn't really help, but there is a certain "just model it" aspect to it. I doubt you'll find a special "way" you create pillows.. so I can't give you any specific walkthroughs on this.
Off the top of my head I think you could model a generic pillow, all symmetrical and computer-ish. I would just use poly's for that btw, no fancy crap, just pulling of some verts. Keep the mesh simple, and have it Meshsmoothable, ie. place the verticies so that Meshsmooth creates a nice pillow-esque thing. Copy that generic pillow, and apply an FFD modifier, and mess up the shape a bit. Again, keep things simple at first, then go back and fix things if you need to. You can do some displacement too via a painted grayscale map if you want some smaller details, say a dent where some of the stuffing is messed up, or whatnot.
But that's just the modeling, the shading will play a huge part in how it actually ends up looking. Be absolutely sure you that when you look at things as you're modeling it, don't compare it to the final image you have in your mind, focus on the shape, on how the surface flows. Stitches, scratches, the actual fabric of things, the way it catches light, etc. etc., leave it to later. It's often difficult for me to avoid comparing in-progress modeling renders to the final image I want, thereby easily getting frustrated during that phase. That's why I'm stressing that part, if you're not "suffering" from that you can ignore my warning :)
But overall, "just" model it. Look at reference images, draw up your own shapes on paper, envision it clearly in your mind, and then.. model. Make parts of the pillow if you're not comfortable taking it all on at once, make a corner, make the large flat surface, whatever, then as you progress connect things up.
cdinic
09-18-2002, 02:28 PM
Thanks for the words of encouragement! I spent the night on it and have some up with passable pillow!!! Thanks again
-chris
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