2012 Olympic Torch

Here is a model of the London 2012 Olympic Torch I made in Blender 2.63, rendered in Cycles.

http://www.turbosquid.com/3d-models/blend-london-2012-olympic-torch/673362

http://preview.turbosquid.com/Preview/2012/05/25__14_30_17/DOF_TOP.jpg590a341f-f91e-44f0-a693-ec104b4946a4Large.jpg http://preview.turbosquid.com/Preview/2012/05/25__14_30_17/DOF_CU_2012.jpg93427694-fa0b-4699-8819-7b276ad49874Large.jpg http://preview.turbosquid.com/Preview/2012/05/25__14_30_17/DOF_FRONT.jpg699cc784-25e6-4ccb-8fed-79eea8460dfdLarge.jpg

All comments welcome!

Nothing to critique here… very well done!
…and it’s a noble subject.

The shape is very fluid and the details are great.

How have you done all those holes?

Over all modeling is well done. There seems to be lots of highlight artifacts around the holes though. Make it look rough, in a close up image.

The holes were done using an alpha texture. I am trying to find the best way to model the holes in the geometry.
Using booleans destroy the topology.

The highlights appear to be a displacement artifact.

There should be at least two layers of geometry:-
http://topwalls.net/wp-content/uploads/2012/03/2012-Olympic-Torch.jpg


How did I not see that?

Thanks, Fixed.

Simply great!

btw 1 way of making this is similar like making tire: make 1 small piece and use 2 array modifiers, curve deform modier and in this case solidify, EdgeSplit and in the end lattice modifier. But there is 1 problem, that I can’t solve. If I used lattice, the holes was oval instead of circular.

I see what you mean, even If I compensate for the top holes, the bottom ones will squash in the other direction.
The mesh is still ugly anyway.

http://i.imgur.com/rrBEr.jpg

yes, that is the problem I thought, but my mesh looked much better :-D, never mind, that’s not the right way (because of the stretching of holes) so alpha is the best choice

oh well, at least I tried :slight_smile:
Next thing to do: the 2012 mascot!

Here’s what you could do to model the holes (I’m guessing you have a sub surf on this thing):

  1. Select everything. Set the pivot point to “individual origins.”
  2. In the left toolbar, hit Extrude Individual. Then hit S to scale, and you will find that all faces will be extruded independently. Then, set the pivot back to Median Point or whatever, hit E to extrude, and scale down along the X and Y axis using S > Shift-Z. Then delete the faces, mess around with some mean crease, and voila.

Overall I think it’s a great model. =)

Here is a quick mesh I created of the mascot Wenlock:

[QUOTE=organic;2128443]There should be at least two layers of geometry:-

What??
Don’t get it… how did you made the wall thickness?

@Utopia780 I used textures to create alpha and displacement

Here is a low quality render of the mascot Wenlock:

here is a higher resolution version: http://i.imgur.com/FYKf0l.png

oh, what the hell is that??? (not about model, but mascot) I see the mascot for the first time and it’s strange.

Obvious…

Nice work with the mascot too.
Believe it or not, this thread was the first time I saw the torch and the mascot… shame on me…

There is also one for the Paralympics, here is an official image: http://www.sibeliusblog.com/wp-content/uploads/2010/06/wenlock_mandeville.jpg

Thought that too… one eye only? Really?!

But the torch is just beautiful!!