WingedOne
01-04-2003, 07:08 AM
This was done with ZBrush.
A lot of multi-marker work went into this one.
I also used a symmetrical multimarker script which I wrote.
The curvey bits were made from ZSpheres, the rest are regular 3d tools using various deformations in the deformation pallette.
For the backdrop I placed a disc3d beneath the object with global perspective on, then for the curtains, I MRGBZ grabbed a painted curvy stroke and made it into a 3d alpha. I stretched and bent the 3d alpha to form the curtain shape and after placing the curtain parts in the background I blended them into the floor using the Blur brush with ZADD on. I used the smudge brush to add the couple of wrinkles on the floor beneath the object.
I also found that setting smoothing on a polymesh object to 0.01 was enough to smooth out the areas that I wanted smooth, yet still keep the sharp edges where I wanted them.
Note: This isn't modeled after any of the ACTUAL Faberge eggs. I downloaded some reference material, to see what similarities they had in common and then made one up of my own design.
I added reflections to the jewels, plus blurred out the faceting in the two rings and part of the base.
The reflections on the jewels were done by first MRGBZ grapping a rendering of the backdrop and then just painting it onto the jewels using that as a texture.
As always C&C welcome.
http://www.pixolator.com/ubb/uploaded_files/user_image-1041613468nji.jpg
A lot of multi-marker work went into this one.
I also used a symmetrical multimarker script which I wrote.
The curvey bits were made from ZSpheres, the rest are regular 3d tools using various deformations in the deformation pallette.
For the backdrop I placed a disc3d beneath the object with global perspective on, then for the curtains, I MRGBZ grabbed a painted curvy stroke and made it into a 3d alpha. I stretched and bent the 3d alpha to form the curtain shape and after placing the curtain parts in the background I blended them into the floor using the Blur brush with ZADD on. I used the smudge brush to add the couple of wrinkles on the floor beneath the object.
I also found that setting smoothing on a polymesh object to 0.01 was enough to smooth out the areas that I wanted smooth, yet still keep the sharp edges where I wanted them.
Note: This isn't modeled after any of the ACTUAL Faberge eggs. I downloaded some reference material, to see what similarities they had in common and then made one up of my own design.
I added reflections to the jewels, plus blurred out the faceting in the two rings and part of the base.
The reflections on the jewels were done by first MRGBZ grapping a rendering of the backdrop and then just painting it onto the jewels using that as a texture.
As always C&C welcome.
http://www.pixolator.com/ubb/uploaded_files/user_image-1041613468nji.jpg
