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1. Load
up the Modeler, we will use both the Modeler and the Layout in this tutorial.
Create a 'Ball' with a radius of 500mm in each axis. Press 'n' on the
keyboard to get the 'Numeric panel' up. Change the 'Type' to 'Tesselation'
and the 'Segments' to 5. Should look like Figure 1.
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2. Apply
the 'Jitter' tool (Modify->Deform->Jitter) to the whole thing. The
settings for the 'Jitter' tool can wary depending on what kind of look
you want. But for a good "Starbursty" effect, the 'Radial' type
works pretty good. So set the 'Type' to 'Radial' and the range to '1 m'.
You should see how the points in your ball has flown around now in random
directions. Apply the 'Jitter' again, but this time, set the 'Type' to
'Scaling' and leave everything else at its default. You should end up
with something like Figure 2.
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3. Save
this object giving it a fitting name like 'whee.lwo' or something informative
of your choice. Now you can close the Modeler and fire up the Layout.
When you have it open, load in your shape.
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4. Now
we are gonna set up some textureproperties for our shape. Go into the
'Surface Editor'. Add a little color to our shape by pressing the little
grey square in the 'Color' channel part. Select any colour you want. I
chose a warm orange color. We can give it a little 'Luminosity' too, give
it 20%. Give it 20% 'Transparency' too. Click on the 'Advanced' tab and
set the 'Additive Transparency' to 25%. That should be enough for this
simple thing. You can add reflection and whatnot too, but be aware that
transparency AND raytraced reflections give much longer rendertimes. Figure
4.
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5. Now
just go in to the 'Render Options' (Rendering->Render Options). Activate
the 'Image Viewer' under 'Render Display'. Press F9 on your keyboard.
Watch the shapes build and then become antialiased, then displayed in
the Image Viewer. Save it out from there, take it into Photoshop, add
some crap and become 1337! Figure 5.
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