Modeling
a Carved Pumpkin
The pumpkin's basic shape was created with a simple Chamfer
Cylinder having 264 faces. Since the pumpkin was to have a
geometric carved look, using low poly modeling techniques were
used to create an efficient model.
Using Modify / Edge / Divide in conjuction with Move Vertex, I
created simple mouth, eye, and nose shapes. I then created a
Pumpkin material having 10 multi/sub-object material assignments.
By assigning subobject materials to selections of faces at the
outset I am able to easily keep track of various face selections.
Facial features were colored dark, for quick visual assessment.
Once all the
facial shapes were created, I selected the dark faces and
extruded them inward, to give the illusion of thickness. (The
eyes in the image above are yet to be extruded.) Using the same
technique, I created an irregular selection set of faces on the
top of the pumpkin. These were extruded outward, providing a lid.
Similarly, the stem was created by extruding face sets,
incrementally scaling them down
as they were extruded, and then adding a Bend Modifier.
To assess the
overall look, I deleted the dark facial features, made the multi/sub-object
orange pumpkin color into a 2-sided material (to give the pumpkin
an inside), and then put a bright omni light in the middle of the
pumpkin, emulating candlelight.
Texturing
the Pumpkin
Although a formidable creature, I didn't want the pumpkin to
appear too ominous, so I opted for just a slight Bump map set to
10%, allowing the character to retain it's cartoony appearance. (Also
animating the facial expressions would no doubt cause some
noticeable stretching of the bitmap.) As my source file, I used
the Cedar Fence provided in the Max Library, in conjunction with
Spherical UV Coordinates, to suggest ribs. A bit of noise added
to the green stem gave it some texture as well.
The dark facial features on the first pumpkin are actually sets
of faces. Instead of deleting them, I assigned them to a
transparent Multi/sub-object, as shown in the second image. Now
the pumpkin appears to have an inside shell, but this is only an
illusion; the orange pumpkin color comprises a two-sided material,
and since there is a bright omni light in the center of the
pumpkin, it appears to be a different color.
Animating
the Pumpkin -
Morph Targets
These Morph targets were created from copies of the original
mesh (lower right), using the Modify panel to move vertices.
Morph targets must have the same topology as the Source Object.
Vertices may not be added to Morph Targets once the neutral
position is established.
Original
Storyboard
I generally like to work my ideas out on paper before committing
myself to the computer.
This panel illustrates the climactic moment of our hero's
ingestion; editing will speed up as the drama intensifies. Such
sketches were used for reference when modeling the 3D expressions.
This page last
updated on November 18th, 1998
Copyright © 1998 Stasia Marie Burke McGehee.