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Model Download: Indoor Plant

dennish2010_indoor_plant_2_render

By DennisH2010.

DennisH2010 writes:

And another houseplant out of my room is reconstructed for my Room-Render-Project :)

Feel free to use this indoor plant for projects :)

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8 Comments

  1. This is a nice house plant! Consider them used well, my friend! I'll use them in a scene I'm making for a tutorial I'm working on--properly crediting you for this model, of course. Thanks for the share! :)

  2. Hi, Dennis!
    Thank you for all these shares!
    I've did something similar before and I know it's not so simple to bend leaves when it already forms the structure. My 5 cents here is to use rigging by bones because Lattice usage is quite tricky for such cases. And for fast bone creation we have the amazing addon called MExtrude. It has an auto-rig function which create bones and even aim-Empties (IK Constraint checkbox). Now this thing is in Extra Tools. After applying it you just need to remove unnecessary vertices from 1st bones' groups so it will not be moving.
    It's a very cool thing and I did some example:
    http://www.pasteall.org/blend/19433
    How to use (the example):
    - go out Edit Mode
    - Tools Panel -> MultiExtrude - Add Armature
    - change the name to something than "thing2" or "hueso" (1st two branches), it's crucial
    - Max Bones - 8, Skip Loops - 2 (in this case)
    Now you can grab the last Empty and you'll see smth. little strange - the root is moving also :)
    Need to go into Edit Mode, select the root's group (mine is thing3_.000 but it's not in this .blend before you'll click "Add Armature" and name it "thing3_"). Link-select other branches (Mouse over and hit "L"), click "Remove" in the Vert. groups' panel. Then go to Weight Paint Mode and erase all unwanted red places (the root of the last branch) there.
    Three branches takes no more than 5 minutes to setup.
    I believe you'll make an excellent rig for any plant by this method.
    I suppose in a case with leaves there must be a little different setup. Without IK Constraints and some other number for Skip loops (depends on a mesh).

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