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Modelling a High-Detail Christmas Tree
Creating the Shape of the Tree
There’s one final step before we begin positioning the branches. We need to create a rough outline of the tree so that we have reference points for where everything should go. The quickest and simplest way to achieve this is to just model a very rough tree using a cone for the trunk, and a cone for the branches. Here is the reference I used, modified slightly with Edit Poly to improve the shape:
Since the trunk will remain somewhat visible in the final render, you may want to go ahead and refine your “temporary” one into something more useable at this point. Depending on your uses though, it may not be visible at all. The needles will be dense enough that you shouldn’t be able to see the trunk in most places.
Placing the Branches
So far there has been a lot of preparation and not very much modelling. In this step you will see the tree start to take shape, and it will take shape very quickly. All of these control and reference objects are to make your job much easier. You could spend a good couple of hours placing all the branches by hand, or you could press a couple of buttons and have it done in a couple minutes. Which would you prefer?
Select the control object for your branch, and using the Align Tool, center it to the trunk of your tree. It should look something like this:
You can now use the Array Tool to create copies of the branch rotated around the trunk. Select the entire branch. A quick way to do this is to double click the Control Object for the branch. This will select the control object, and anything linked to it. Move to the top viewport and open the Array Tool (Tools > Array). Before doing this, make sure your selection center is set to Use Pivot Point Center:
Once you open the Array Tool, use the following settings:
360 for the Rotate Total says that you want the copies to be spread out over 360° which will go around the entire trunk. By setting the Type of Object to Instance, all of the new objects will be instanced from the original, which will save on memory. The 1D count is the number of branches that will be created in the array. My first level of branches had 9 in it.
NOTE: If you’re using MAX 7 or 8, you can turn on the Preview option for the array and see how it looks in real time as you adjust the settings.
Click OK to accept the settings. If everything was done correctly, you should end up with something like this:
You’ve now completed your first level of branches. Depending on the size of the tree you’re making, you will still have several more to go.
Distribute the branches and needles to their appropriate layers, then select a single branch (needles, branch pieces, and control object). Create a copy of it and move it up the trunk a bit. This will be the first branch in your next level. Now, rather than just scaling the branch down a bit, you should actually modify it (removing some of the back branch pieces). This will make sure that the needles and branch pieces stay roughly the same size, while still giving you the tapered shape the tree should have.
Here’s how my branches looked:
Here’s how many branches were used in each level:
- L00 – 6*
- L01 – 9
- L02 – 9
- L03 – 8
- L04 – 6
- L05 – 6
- L06 – 5
- L07 – 6
- L08 – 8
- L09 – 5
- L10 – 5
- L11 – 1*
NOTE: Level 0 was added after I finished placing all the branches. I realised that the bottom was kind of empty, so I placed a few smaller branches underneath everything to help fill in the gaps.
Level 11 is actually the top piece of the tree. For it, I used a copy of a branch from Level 10, and just rotated it on it’s end.
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