SPIRAL STAIRCASE

(Click here for TEXT only)

    At present, this is my most recent model (November 2008) which I made last night, into the small hours! It is an example of Blender's ARRAY modifier at work.
    As those who have used the ARRAY modifier will probably guess, this scene was created by modelling a single step, and setting up the modifier to repeat that object in the desired pattern, or 'ARRAY'. These first renders have 123 steps - but I am currently rendering some images on my faster DESKTOP PC with over 220 - just for fun!

USING THE ARRAY MODIFIER

    To use Blender's ARRAY modifier, make the section or segment of your model you wish to repeat in the array, and apply the ARRAY in the MODIFIERS section of the EDIT buttons. The gives you a few options to play around with, including the COUNT (number of iterations of your object) - which can also be linked to a 'length', or even a 'curve'; then you can set the OFFSET of each instance of your object - using 'FIXED', 'RELATIVE', or the one I used, 'OBJECT' . In the case of the STAIRCASE, I created an EMPTY (see the ADD OBJECT menu; click space-bar over 3D window) , and linked the ARRAY OFFSET to that - which enabled me to line up the steps by grabbing, moving and rotating the EMPTY.
    Appart from the materials and lighting, this scene didn't take very long to build at all.

ADDED DETAIL

    The extra details in this scene, that were created after the basic model, were the added carpet and railings; which were additions to the single first step (subject to the ARRAY modifier) - and the lamps dotted around the walls, which are each single objects in their own right, with Blender LAMPS placed where the light would eminate.

THE LAMPS

    The lamps are super-simple. (Maybe a bit too simple? I'm considering making them a bit more intricate). Anyway - they were made by simply extruding a CIRCLE mesh (see the ADD OBJECT menu; click space-bar over 3D window) - extruding from the side-view, and scaling ('S' key) , rotating ('R' key) and grabbing ('G' key) the 'next' circle in the extuding model.     Once the 'Iron' frame was completed, I added a UV-SPHERE (Space-Bar - UV-Sphere) - whilst still in EDIT mode, so both parts of the model were part of the same object, and assigned a separate texture. (See OGRE-PICS 'SOME TEXTURED MATERIALS') for a description of multiple materials in a single object). The multiple material technique was also used to include the red carpet into the single Step in the STAIRCASE - I LOOP-CUT ('K' key over 3D-window) and EXTRUDED the carpet section in the first STAIR, and assigned my Red-Carpet material to these faces - including a thin black-plastic strip on either side for added detail.

RENDERING

    I suppose it is worth noting that a very high value 'AMBIENT OCCLUSION' effect was used on these renders, and also pretty high-sample values on the lamps - causing the nicely dispersed shadows. In fact, I might even get round to uploading a render without these effects - just to outline the difference that they have made.     These (actually, rather computationally expensive) techniques together with a wide-angle lense on the camera (go to EDIT buttons with camera selected, and REDUCE the LENS value for an exaggerated perstective - or increase to approach a flat, ORTHOGRAPHIC perspective). really bring out the best in what is a really simple model.

        ...So, I've got round to rendering the differences in using 'AMBIENT OCCLUSION' and 'HIGH-SAMPLE (SOFT) SHADOWS' - Click the link to have a look at the differences these effects make....
JPEG RENDER-EFFECTS TRIPLET

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