o In ‘Top’ viewport Create->Standard Primitives->Cylinder
o Cylinder radius: 15”
o Cylinder height: 5/8”
o Rename ‘cylinder01’ to ‘base_dough’
o Select Cylinder->Right-click mouse->’Convert to Editable Mesh’
o Choose ‘Edge’ in Editable Mesh rollout
o Right-click in Front viewport->Click on ‘[+]’ icon on top left of viewport->Choose ‘Maximize Viewport’
o Click on the’ Select & Move’ button->Select upper line with left-to-right box window motion
o Go to ‘Edit Geometry’ rollout->Chamfer: 1.5”->Press Enter
o Right-click in Front viewport->Click on ‘[+]’ icon on top left of viewport->Choose ‘Maximize Viewport’
o Right-click in Front viewport->Click on ‘[+]’ icon on top left of viewport->Choose ‘Restore Viewport’
o Choose ‘Polygon’ in Editable Mesh rollout
o Click on the’ Select Object’ button->Select upper line with left-to-right box window motion
o Go to ‘Edit Geometry’ rollout->Extrude: -0.5”->Press Enter
o Right-click in Front viewport->Click on ‘[+]’ icon on top left of viewport->Choose ‘Restore Viewport’
o Click on the’ Select Object’ button->In ‘Top’ viewport->Select entire object with right-to-left box window motion
o Right-click mouse->’Convert to Editable Poly’
o Go to ‘Subdivision Surface’ rollout->click to activate ‘Use NURMS Subdivision’->Type ‘1’ in ‘Iterations’->Entire object will be rounded
o With base dough object still selected->go to the ‘Noise’ modifier in the modifier drop down list->scale:50->tick the ‘Fractal’ with 1.3 ‘Iterations’->For ‘Strength’ do X:10”, Y:8”
3. Reduce model face count to half for efficiency
o With base dough object still selected->go to the ‘MultiRes’ modifier in the modifier drop down list->click ‘Generate’->Under Resolution section ’Vert Percent’ field type: 50
o Click on the ‘Snaps Toggle’ button
o In ‘Top’ viewport start cylinder from center of ‘base_dough’
o Cheese Cylinder Radius: 1’ 2”, Height: 1/8”
o Rename ‘cylinder02’ to ‘mcheese’
o Pepperoni Cylinder Radius: 1 1/8”, Height: 1/8”
o Rename ‘cylinder03’ to ‘pepperoni’
o Click off the ‘Snaps Toggle’ button and align the ‘mcheese’ & ‘pepperoni’ layers as like a real pizza in the ‘Front’ viewport (May want to use wireframe mode here)
5. Applying materials to the pizza
o Open the ‘Material Editor’ (Press ‘M’)
o Drag and drop the below jpg images into a material sample window (one for each jpg).
o Drag and drop to the associated 3D object in ‘Perspective’ or ‘Top’ viewport e.g., ‘crust.jpg’ to ‘base_dough’ and etc
o Select ‘base_dough’ object and click on the ‘MapScaler’ in the ‘Modifier’ drop-down menu in the rollout. Do the same for other objects thereafter and input the below:
a. ‘base_dough’ object: scale->5’
b. ‘pepperoni’: scale->1”
c. ‘mcheese’: scale->1’, click to activate ‘Wrap using Smoothing Groups’
6. Refining object forms
o Select ‘base_dough’ object and click on the ‘Tessellate’ in the ‘Modifier’ drop-down menu in the rollout. Do the same for other objects thereafter and input the below:
a. ‘base_dough’ object: ‘Operate On->Polygons, ‘Edge’ is selected, Tension->50, Iterations->3
b. ‘pepperoni’: ‘Operate On->Faces, ‘Edge’ is selected, Tension->25, Iterations->1
c. ‘mcheese’: ‘Operate On->Faces, ‘Edge’ is selected, Tension->10, Iterations->4
o Select ‘mcheese’ object->Right-click mouse->’Convert to Editable Mesh’->select ‘Vertex’ in the rollout->Click on ‘Select & Move’ button->Hold down ‘Ctrl’ button while selecting vertexes around the dark spots of cheese and move the vertices up slightly to emulate cheese bubbles
7. Applying lighting to the pizza
o Select ‘free direct light’ and place it in the center of the pizza in the ‘top’ viewport
o Adjust the height of the to about 4’ above the pizza in the ‘front’ viewport
Now render away! Your 3D Pepperoni Pizza is now ready to be served!
No comments:
Post a Comment