I was wondering if anyone could point me in the right direction on how to go about doing the kind of stuff that i have posted below. the artist used 3ds and ps to get the final result. im trying to get this type of abstract stuff down, but i am not having much luck. Im not worried about the photoshop stuff, im fairly well developed in that program. Its the 3d render im after.
The big shapes are not as hard of course but its getting all that little detail is where im having a hard time. Im 99% sure he isnt actually modeling all that detail. If he is then that is way too much of a headache for me.
Does anyone know where i could learn more on how to do this style of modeling?
I’ve done it before, it’s mostly photoshop (in my experience)
On the 3D side (be it 3ds or blender) play with array modifiers and random, weird shapes. Array them to an empty so you can get the curving shapes and always maintain a central point for it all to explode out of. Do a bunch of renders from various angles and then open photoshop and layer them over each other.
Of course, this isn’t a photoshop help forum, but the trick is using brushes to achieve those flowing swoopy lines. There are lots of free brushes out there that will get you started, or learn to use curves and make them yourself.
At this point, it’s all about the layers and overlaying elements (keeping that central explosion point) to make the final outcome.
I found it helpful to look at many pieces and see common elements in them; they form a pattern that can help you make your own. I found inspiration here: http://depthcore.com/chapter/Deluxe+II/
I have seen a couple of tutorials on this. Basically you start off with a simple mesh. Make sure it has a high density of faces. So don’t just accept the defaults, sub divide it a couple of times. Join a couple of basic mesh primitives to gether so they are one mesh. Then start stacking modifiers on top. Play with the settings on each modifier. Remember to add different materials to each object before you join them together. Then you can tweak the materials after you have stacked all the modifiers. Once you get something you like, duplicate it and keep going. A lot of that stuff is just duplicate and tweak.
The image below is from a sphere and a torus joined together.