1. Start by loading up Modeler and create a cube thats 500mm big in each axis. Give it 3 segments in each axis too. Now we are gonna deform this cube. Use the 'Twist' tool (Modify->Rotate->Twist) to make a shape similar to figure 1.
Figure 1

 

2. Now its time for the 1337 randomness. We are gonna use the 'Point Clone +' plugin for this. But it needs some points to work with. So lets make a bunch of points in a new layer! So select a new layer and use the 'RandPoints' tool (Create->Elements->Randpoints). Give it the settings of 10 points, 'Sphere' and 'Falloff'. When you press 'ok' you will see 10 points appear in random locations. We need to resize these points to fit our object, so use the 'Size' tool (Modify->Stretch->Size or hotkey h). Resize the points so they look like something according to figure 2.
Figure 2

 

3. Time for the cloning. Make sure that your polygonshape from step one is in the foreground and the random points are in the background. Then activate the 'Point Clone +' plugin (Multiply->Duplicate->Point-Clone-Plus+). A window with lots of different parameters will popup. Just enter the values as in figure 3. It gives a nice result for this thing. Press 'ok'.
Figure 4

 

4. Now you'll have a seemingly random bunch of polygons. We are gonna convert these polygons to 'SubPatches' before we take them into Layout for texturing and rendering. So just press 'Tab' on your keyboard to make polygons into SubPatches, as in figure 4.

 

5. Delete the layer with poits in it, save your object and fire up Layout! Now we are gonna make things look good! Open your object, position the camera in a nice position of your object. Take a look in the 'Object Properties' for your shape-object. Under the 'Geometry' tab, raise the 'Render SubPatch Level' to 7. The higher this number is, the smoother your SubPatches will render.

Now lets do some texturing, open the 'Surface Editor' and start by defining a nice base colour. I chose a clear green. Now lets setup the Transparency for it. Click the little 'T' button in the Transparency channel.

Change the 'Layer Type' to 'Gradient' and the 'Input Parameter' to 'Incidence Angle'. Create a key at the absolute bottom of the gradient, give it a value of 100% and give the first key at the top a value of 0%, as in figure 5.

Figure 4

 

6. Finishing up the textures, raise the luminosity to 30%. Activate 'Smoothing' and then click on the 'Advanced' tab in the 'Surface Editor', setting the 'Additive Transparency' to 30%.

Now you are finished to render!! Give some antialiasing, and render away. If you followed the steps correctly you should have a nice swooshy render of nurby shapes. For more 'Intensity' in the glowyness of the object, adjust the 'Additive Transparency', the higher value the brighter it will render.
Bring it into Photoshop, add whatever you need to feel 1337. Then postspam! Figure 6.




Here Christopher @ www.melanchology.com shows what he can churn out using this tutorial.

 

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