  | | | How to create a virus | How to create a virus 2004-06-12 - By peterb
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Been using XSi for a while and lurking, and learning heaps, on this list but have come a cropper on how to create an image of a virus. Sorry for the attachment, hope it's not too big. But this is what I need to create as a high resolution still image.
I've tried displacement with procedurals, without much success and I'm fiddling with particles of which I know very little.
Any pointers as to how it might be achieved or where to look for further help would be mightily appreciated.
get primitive tetrahedron and up the geodesic frequency or so (not in front of xsi at the moment)
select all or some polygons, perhpas in a nice pattern
extrude them along axis, disable the merge, fiddle around with the settings ... give it some subdivisions
make a nice UV map to have a gradient from the inside to the outside (this would be the most difficult part, select the inner polygons in the viewport with raycast selection, and in the texture editor collapse them into a line that you move to the bottom of the UV range, then grow your selection (shift = ) and deselect the previous points (you ll need softimage 3D selection model to do this without destroying the muscles of your right/left hand). collapse the now selected points into a line and move them into place) and so on. Sounds confusing, but thisll get you a uv map, with you can us with a gradient, to define the color from inside to outside.
make a shader for your object with any / several of the following:
- transvol, diffuse or other subsurface scattering shader - incidence mapped to incandescence, or transparency - incidence mapped to gradient - procedural displacement, perhaps a vein combined with fractal.
that should do.
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1"> <META content="MSHTML 6.00.2800.1106" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=#ffffff> <DIV><FONT face=Arial size=2></FONT> </DIV> <BLOCKQUOTE dir=ltr style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"> <DIV><FONT face=Arial size=2>Been using XSi for a while and lurking, and learning heaps, on this list but have come a cropper on how to create an image of a virus.</FONT></DIV> <DIV><FONT face=Arial size=2>Sorry for the attachment, hope it's not too big. But this is what I need to create as a high resolution still image.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>I've tried displacement with procedurals, without much success and I'm fiddling with particles of which I know very little.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>Any pointers as to how it might be achieved or where to look for further help would be mightily appreciated.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV></BLOCKQUOTE> <DIV dir=ltr><FONT face=Arial size=2>get primitive tetrahedron and up the geodesic frequency or so </FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2>(not in front of xsi at the moment)</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2></FONT> </DIV> <DIV dir=ltr><FONT face=Arial size=2>select all or some polygons, perhpas in a nice pattern</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2></FONT> </DIV> <DIV dir=ltr><FONT face=Arial size=2>extrude them along axis, disable the merge , fiddle around with the settings ...</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2>give it some subdivisions</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2></FONT> </DIV> <DIV dir=ltr><FONT face=Arial size=2>make a nice UV map to have a gradient from the inside to the outside </FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2>(this would be the most difficult part, select the inner polygons in the viewport with raycast selection, and in the texture editor collapse them into a line that you move to the bottom of the UV range, then grow your selection (shift = ) and deselect the previous points (you ll need softimage 3D selection model to do this without destroying the muscles of your right/left hand). collapse the now selected points into a line and move them into place) and so on.</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2>Sounds confusing, but thisll get you a uv map, with you can us with a gradient, to define the color from inside to outside.</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2></FONT> </DIV> <DIV dir=ltr><FONT face=Arial size=2>make a shader for your object with any / several of the following:</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2></FONT> </DIV> <DIV dir=ltr><FONT face=Arial size=2>- transvol, diffuse or other subsurface scattering shader</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2>- incidence mapped to incandescence, or transparency</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2>- incidence mapped to gradient</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2>- procedural displacement, perhaps a vein combined with fractal.</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2></FONT> </DIV> <DIV dir=ltr><FONT face=Arial size=2>that should do.</FONT></DIV> <DIV dir=ltr><FONT face=Arial size=2></FONT> </DIV></BODY></HTML>
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