Modeling Apples
This tutorial will use various work spaces and tools to model some apples.
The user will need to be familiar with various tools and options in the work spaces and Composer.
The Default Objects and Task Files used in this tutorial can be down loaded
HERE
Modeling the Apple
An organic mesh sphere will be used for the apple body, create one in composer
with a fix size of 75.000, then name it default apple and position it to 0.000 XYZ.
Duplicate it and name the duplicate ( apple 1 ). Then hide and ghost the default apple.
I'll use the default apple for creating other apples after the first one is finished.
Instead of modeling a bunch of apples I'll model one and create task files to model and paint the others.
So in task with apple 1 loaded in the window, I save and start recording a task file called apple.
Then go to Tools and put the modeling window in top view. With the normals brush set to these properties, I
dig out the top of the sphere.
With the normals brush modified using double tri symmetry, go and push down some grove around the hole.
Then change direction and raise the high area slightly.
Then from bottom view, pull out the bottom just going in a circular motion.
To put some groves on the bottom sides and a hole, lower the radius and start at the sides
working to the center.
To deform the sides go to front view and raise the brush radius and put it in mirror mode.
with single symmetry. and just graze the left side a little. Then do the same in right view.
To thin the sides a little go to FX and belly about -6.000.
Back in Tools dress up the top hole while in top view with the normal brush, double tri symmetry pulling out
with a small radius. Start at the inside of the hole at the low groves and pull the hole smaller,
then move to the high bumps pulling them closed some.
For the final sculpting touches go to FX and add about 1.000 noise.
Then smooth it 100.000.
Then slightly bend ( 2.000 ) it while in front view.
At this point stop the task file which should look something like this.
Modeling the Stem
For the stem create an organic cylinder with a fix size of Radius 5.000 Height 60.000
rename it default stem and position it to 0.000 XYZ. Then duplicate it, hide and
ghost the default stem, rename the duplicate to stem 1.
Again the reason I duplicate a default is so I have a standard shape to create more from.
It is also better to create the shape to the proportions need, instead of scaling with Composer's Xform tools.
When the Xform tools are used in Composer, the transformation will not be present in the modeling work spaces,
which make it hard to model the object correctly.
A task file will be made with the stem to. In task load stem 1 into the window then save and record task file
( eject Apple1 ).
Then in Tools with the normal brush grab the very top and pull it up and a little to the left.
Then in FX while in front view bottle 20.000
Then Twirl 10.000 in front view, then switch to right and twirl 10.000 again.
The add 2.000 noise.
The Smooth 100.000 two times.
That's it for the stem, so stop the task file recording and it should look
something like this.
Modeling the Leaves
For the leaves I'll use a organic capsule, with a fix size of Radius 15.000 Height 60.000
Position to 0.000 XYZ name, duplicate the hide and ghost the default leaf. Create a task file and load leaf 1
into the modeling window.
In FX while in front view flatten 100.000 using planer flattening option. Then in back view
flatten 400.000 which is 100.000 four times.
Then in front view bottle 70.000.
Twirl 12.000.
Twist 35.000.
The move to Right view and bend 42.000.
Then to create a little stem on the leaf go to Tools in front view
use the magnet tool and pull down a little stem.
With this the leaf is finished so stop the task file and it should look something like this.
Assembling in Composer
The three parts ( apple, stem, leaf ) are all set at 0.000 XYZ, and the defaults should be hidden.
With the apple 1 hidden, so only the stem and leaf can be seen, use the Xform Move tool in Right view
and move the leaf up and over so it's top is about even with the top of the stem, and off to the right some.
Then use the Y Rotate tool and rotate the leaf so it's parallel with the stem. Then use the X Rotate tool
and rotate it so the bottom is just touching the stem ( the move tool might need to be used to make
the leaf touch the stem.
So the leaf is positioned on the curved part of the stem, use the Y rotate tool on the
stem while in top view, and rotate the stem counter clockwise about 45%.
Once the leaf is positioned to the stem, use the Hierarchy Link tool and link
the leaf to the stem.
Once the Leaf is linked, unhide the apple1 and while in top view move the stem to the center of the apple.
If needed scale the stem smaller or larger and move the stem down into the apple. It can also
be rotate on the Y axes if desired, as long as it's centered to the apple.
After positioning the stem, use the Hierarchy Link tool to link it to Apple1.
Painting the Objects
Task files will also be recorded while painting the objects. So for the apple I'll record a
task file called apple 1 paint. Then go to Paint and bucket paint the apple red.
With a noisy brush shape set to these properties, use a darker red with the potter wheel set to manual,
and paint brush splotchy areas on the apple.
Then repeat the paint brush with even a darker shade of red, concentrating mostly on the
top and bottom of the apple.
Repeat the paint bush again with a green color, moving the brush quickly so the green areas
do not appear, but darker areas will appear where the green is brushed.
With this the apple painting is done and the task file stopped.
For the stem a new task file is recorded. First bucket paint the stem a medium brown.
Then in FX use a darker brown and apply about 75.000 Paint Noise to the stem.
Back in Paint use the Paint Brush with the same properties used on the apple, but set the
Potter's Wheel to vertical, and brush just the lower half of the stem with a green color.
For the final paint function uses FX noise with a light brown for about 50.000
Then stop the task file, and start a new one for the leaf 1.
The leaf base color will be bucket painted a light green.
Then set the brush properties to these setting and paint a dark green strip down the
center of the leaf.
Then with a little darker green than the base paint use the FX paint Noise to about 70.000
Then use the FX Smooth Paint tool to 100.000
Then FX Paint Noise to 50.000 with a darker green than the first paint noise green.
This ends the leaf painting and stop the task file.
Creating More Apples
Now that the first apple is completed, more can be made and by editing the task files
they will be similar but not exact copies.
When a task file is opened or any time it's edited the changes are automatically saved to the file.
So to keep the task files to their original state, browse to where they are saved and copy, then paste
a new one giving it a different name. Here I duplicated the Apple, Stem, Leaf, modeling and painting Task files
and created 2 duplicates of each.
Then with a duplicate of the default object ( default apple in this case ) load the appropriate task file
( apple2 ).
A function of the task file can be edited by double clicking on it, the edit menu appears and properties
can be adjusted. ( for further information on editing task file see the Task Workspace Tutorial )
A task file can be started and stopped at any function by selecting the function,
then using the Start or End Command. The functions that will not play are grayed out.
Whenever the undo option is used, only one function at a time is undone ( not the whole task file ).
This Modeling tutorial is written and provided by : Stephen Ray