“Art Nouveau room – modeling” by Crtomir Just
It was a bit tricky to make the gramophone. I went for the NURBS modelling technique here to make one part of it. First I drew the basic spline for the shape of the gramophone, then I used circular array to duplicate it and so I got the edges of the shape made only from splines. Now I had to use the ruled surface option within the NURBS creation toolbox with two of the splines to get one basic surface. I modified this surface to get the rounded look at the top and then just arrayed this shape the same as before and drew some more splines for the remaining edges with the snap option on. The rest of the gramophone are just some modified boxes, splines and cylinders.
Picture 6: Modelling the gramophone using NURBS, splines and boxes
The staircase was one of the things I couldn’t find a good reference for, so I ‘designed’ and modelled it myself. Nothing special really, I made the most of it from splines and just made them renderable. The spiral shapes are made from helixes, the bottom one which connects the staircase to the wooden stairs has also some height set up, so it looks like a spring of some kind. The balls are spheres, which sit at the ends of some spiral elements.
Picture 7: The staircase
The ceiling light is made from some lathe objects, spheres, cones and splines. For the basic shape of the element which connects the light to the ceiling I used a spline and then added the lathe modifier to it. The spherical part of the light is made from two spheres, cut in half in the sub-object mode. For the small curved details, that start at the bottom, I used path deform. I made a cone, that had a few height segments and a spline (I had to use snap to get it on the surface of the light), that I used for the path. Then I applied the path deform modifier to the cone and selected the spline as the path.
Picture 8: Making the ceiling light
The curtains were made with the help of the cloth modifier. I started with a plane, that had quite a few segments, applied the wave modifier to it and then converted it to editable poly, so I could fix the shape by moving some vertices with the soft selection method turned in. The next step was adding the cloth modifier – I could have used the garment maker to make the cloth behave in a more natural way, but the result with a simple plane was good enough for me in this case. I simulated the cloth and added some wind, ran simulate again and stopped it when it looked the way I wanted it. To give some thickness to the curtains, I used the shell modifier. Finally I put a noise modifier on top of the stack, just to make the curtains look a little more non-uniform.
Picture 9: Process of meking the curtains
That covers the modelling part of this tutorial, I’m not going to explain how I made the remaining objects, because it’s just basic modelling and it is similar to the things i wrote before.
(c) Crtomir Just, crti_just@yahoo.com
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