Forum Index - Modeling - Creating a tree with protruding rutes

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-ryangin
Junior Member
ryangin

1 year ago
I would like some basic advice on how to approach an image like this.

It will be a tree, with its roots exposed somewhat at the bottom, and they will twist over top of one another at points. It will be a high poly model, with the roots fairly round, and overall I'd say there will be about 12 to 20 showing.

Starting from the trunk, and attaching the roots from there how would people approach this? The only techniques I know of are spline drawing, (shell, surface, extrude etc) or just making cylinders and moving around their editable poly parts. I am just have a hard time deciding it what would work best but the spline method is really looking bulky at this point.

Thanks


-ryangin
Junior Member
ryangin

1 year ago
Oh an the roots will need to "sub-branch" into smaller roots ofcourse

+Steve Martin
Moderator
Steve Martin

1 year ago
I'd probably start with a cylinder or a box and extrude out from there.
[Link to www.3dprevis.com]

-ryangin
Junior Member
ryangin

1 year ago
Ok cool so I do have the right idea, thats good to know. Only issue i see coming up before I begin, is if I have a long twisty cylinder for a root, and I go to extrude say one of the side segments, it will be square in shape for the sub root, which isnt round enough for the look I want. Can the "edge" of an object be split similiar to using the divide command on a spline, but still maintaining an unbroken mesh?

-SpitFire
Moderator
SpitFire

1 year ago
Just move your vert's around to make more of a rounded pattern before extruding.

Rick

[Link to www.3dartconcepts.com]

-Tyson
Senior Member
Tyson

1 year ago
Sometimes I find using the spherify modifier on an open border can give you a more circular place to extrude from. select the border, use spherify then collapse and use shift drag to extrude. then cap the border and cut it up into quads for smoothing. works best with 8 edges. Otherwise I think using cut up cylinders and welding them into the rest of the trunk is a good choice. you can create loads of objects and then use bridge and weld to stitch it all together. its more liberating than trying to extrude it all from the one mesh.

+VarnishedOtter
Admin
VarnishedOtter

1 year ago
Nice method man!
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

+Jamie
Admin
Jamie

1 year ago
Yea the spherify mod is very useful for this kinda of thing.
Please support us and post a [Link to www.digitalartsfront.com] on your website.


-SpitFire
Moderator
SpitFire

1 year ago
Tyson, that is a sweet tip.. I have never used "spherify" before.. Just tried it.. I can't think of the numerous times that this would have come in handy..... gggeeezzz ... Thanks

Rick

[Link to www.3dartconcepts.com]

-Tyson
Senior Member
Tyson

1 year ago
No worries smile.gif

+Steve Martin
Moderator
Steve Martin

1 year ago
Yeh, I use spherify like that all the time, it's a handy little tool.
[Link to www.3dprevis.com]

-ryangin
Junior Member
ryangin

1 year ago
So when you say border, do you mean select the 4 edges of the square shape I am extruding (but dont select the faces) ?? And this will break it up into more edges and vertices?

+Steve Martin
Moderator
Steve Martin

1 year ago
Pretty much, except you can delete the faces and just shift-drag the edges out rather than using the extrude tool. Then you can just cap the ends when you're done or leave them open as they'll probably be stuck into the ground anyway. Also, you'll need more than 4 edges for the spherify modifier to work. As Tyson said earlier, 8 is best.
[Link to www.3dprevis.com]

-cdballew
Moderator
cdballew

1 year ago
I didn't know you could apply spherify like that, I thought it was just for whole meshes. Thanks, that will come in handy for sure.
Chris

-ryangin
Junior Member
ryangin

1 year ago
Ok so I will select TWO square regions (2 faces total) and delete the middle edge while selecting the outside edge.

Is there any tips or tricks for making the branches twisty or anything, or just bending everything by hand the only cure? Bare in mind Im not familiar with ALOT of features so any modifier suggestions are probably new (Except mesh smooth and spherify)


-Tyson
Senior Member
Tyson

1 year ago
I would do it with separate cylinders as mentioned earlier, creating cylinders, chopping off the ends, then maybe use the bend modifier and some hand modelling to position things organically. I'd also try using splines to draw out some roots then make them renderable and collapse them into editable polygon meshes. then you can weld them into the rest of the mesh. I'd make extrusions with circular gaps at the base to create places for the new geometry to weld into, roughly line it all up, then weld it all together.

Another tool that could be usefull is the extrude along spline command in editable poly. it only works for selected polygon extrusions.
so it wont be much good for extruding open borders. You just draw a spline then with a selection hit the extrude along spline button in the edit polygons rollout and choose a spline. then it does a series of extrusions with options like taper, twist and rotation.

You could also get a bit tricky with the Ivy generator and make some roots that way. [Link to graphics.uni-konstanz.de]



-SpitFire
Moderator
SpitFire

1 year ago
You might try extrude along splines to have an easier time making roots or branches. I'll give you a run through:

Image 1: I create a box and shaped it a little after applying an "Edit Poly" modifier. Select the poly's where you want to extrude.

Image 2: Delete the poly's.

Image 3: Select the border.

Image 4: Apply the "Spherify" and then either collaspe the stack or add another "Edit Poly" modifier on top of the "Spherify" modifier. The Select the border again and "Cap" it.

Image 5: Lay out a spline in the shape that you want for your branch.

Image 6: Then position your spline how you would like it.

Image 7: Select the Poly for your branch

Image 8: Select the "Extrude Along Spline" far right box and click PIck spline.

Image 9: Once you select your spline, it will look like this after tweeking it. You will want to add some taper amount to make the branch smaller at the ends and adjust the rest of the settings to your liking.

Image 10: I just added a turbo smooth modifier.

I hope this will give you some inspiration.


Rick

[Link to www.3dartconcepts.com]

-ryangin
Junior Member
ryangin

1 year ago
Wow thats insane I gotta see if I can replicate that it looks very good.

-SpitFire
Moderator
SpitFire

1 year ago
Good luck with your project.
Rick

[Link to www.3dartconcepts.com]

-ryangin
Junior Member
ryangin

1 year ago
[Link to img3.imageshack.us]

Got it working good problem solved. Those are some very detail directions by the way they wont be wasted. Thanks very much.



-SpitFire
Moderator
SpitFire

1 year ago

+Steve Martin
Moderator
Steve Martin

1 year ago

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