Lets have a thread for questions relating to things in reality we want to model but don't know the name of. Take my example:
I want to model pic related, but I'm having trouble with the swirly part. I looked up pillar swirl and column swirl and nothing relating to what I wanted popped up, so I would like to know if any of the builders of /3/ could answer my question: whats the swirl of the pillar head called and is there a good tutorial on making a decorative pillar head?
m8 jst use teh bend modifier i swear its the easiest thing u cheeky cunt
Anon just wait, I'll blow your fucking mind
>>507704
[scared]
Here's what I got at the moment. I bullshitted the swirl. It could be a lot better.
>>507705
Also, I just realized my GET.
>>507705
If whatever program you're using supports edge extruding, just pull along the profile until you get your shape on the outside.
>>507707
like this? how would you fill, or make is whole like in pic?
>>507710
I would just put a cylinder in, take it to Zbrush, dynamesh and say fuck it.
>>507699
Can't you just make a fucking spiral proportionate to your picture, add a cylinder with the same res and connect them?
you went hardsurface this?
are you out of your fucking mind?
>>507699
its called an ionian pillar.
>thanks art history classes
>>507733
i meant *ionic pillar
not exactly a model but how would /3/ go about moonlight/night time, from an inside perspective. I want nice silvery white light and the nice specular glow from the objects inside, but I'm having issues. any tips?
(maya 2015 / mental ray)
>>507739
ambient lighting or world lighting on something extremely low, like 0.01 just to allow all items inside the dark have some outline to them and also to prevent pitch blackness (which doesn't really occur in reality).
>>507739
Increase your Final Gathering's "Secondary Diffuse Bounces" so that the light in your scene does more than 1 bounce. Also, if you aren't already, place an area light over the outside window, facing in, and plug a "mia_portal_light" into its mentalray>custm_shaders>light_shader section in the attribute editor. This will help converge light from outside, through the window better. You can plug your current environment map into the Environment Lookup on it for better effect.
Enabling bloom can help too.
>>507728
Thanks for posting this image, I was looking for something exactly like this.
>>507733
>>507734
>>507749
>>507755
And thanks to all of you for actually answering my main question. I'm taking art history next semester.
>>507755
It just sounds you're desperate to apply your useless art history knowledge in some way. The name of this structure is completely irrelevant to how one would go about modelling it in 3D.
>>507822
Not entirely true, if you wanted to look up reference for something, it's helpful to know the name of that thing so you don't need to say, come to 4chan to ask...
>>507822
OP literally asked what its called you fucking cocknipple
I'm trying to model, but I find myself stopped to often because I get stuck but I don't exactly understand what i'm getting stuck at. Is there a Skype chat?
>>507699
That is called a 'volute'