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View Full Version : How would you start to model an Apple?


sequencer
07-14-2005, 02:17 PM
Hi! I'm a newbie to modelling and CG and currently trying the modo evaluation to see if i have any skills to make it in modelling :) After trying some tutorials i started working on an comic like, very basic apple of which i only have a 2d front view to model after. Buuut now i'm really clueless what's the best way of doing an apple anyway. I started a flat circle to model the shape first (see pic). But beveling that out really didnt work. Then i did a box and tried to model the shape which worked well, but making the whole box round enough to look like an apple didnt work out well too. Creating a sphere and modelling the shape out of it seemed very slow and hard to do. How would you create the basic shape of an apple?

http://thd.atspace.com/apple.jpg

Thanks, Martin

ps. i think you have to copy & paste the url above, sorry.

pps. OK i just found the lathe tool which helps me alot. Any suggestions would be helpful still, thanks :thumbsup:

Crocodilian
08-04-2005, 05:30 AM
Well, lathe pretty much does it. What's going to make your apple look good isn't necessarily great modelling, its great shading. The color, texture, specularity of natural surfaces are _key_ -- much more important than geometric precision

WoodyLWG
08-09-2005, 01:35 AM
Hi sequencer,
I would start from a sphere primitive on the Y axis and use your move tool (w)
with a circular falloff to help shape the indentation in the top. Use the taper
tool to bring the bottom in a bit and shape it. I'd say the key to this project is
getting comfy with modo's excellent falloffs to modulate the move and scale tools.

When you have a good shape worked out, then you can scratch your head on the
surfacing! :D Keep plugging away at it - I'm sure that you'll get it!

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