Standard infinity curve. And for those who are wondering what an infinity curve is. It is any construction that serves to provide a seamless curve from one plane to another. The most common used in photograph studio shots
step 2 of 17
Start with a cube.....im guessing your wondering where I am going with this.....next step
step 3 of 17
Creating a sphere from a cube simply subdivided it 2 or 3 times. This doesn't create a geometrically perfect sphere, but it a good place to start for light and sculpting and a lot of the time it is used to build eyes balls. As a default sphere always has the edge loops intersecting at the top. This can be a massive problem when it comes to modifying the base mesh at a later stage.
step 4 of 17
Duplicate the sphere and move it back closer to the infinity curve. This will break up the negative space when the luminosity is added to them.
step 5 of 17
Standard sphere rotated.
step 6 of 17
Base mesh for the fire twisted in the direction I want it to go. Same for step 7
step 7 of 17
step 8 of 17
Pen tool is used to plot out the polygon for the water.
step 9 of 17
Thicken tool is used to give the polygon some dimension, and then it’s subdivided to archive a more pleasing shape.
step 10 of 17
Ice cube start.....
step 11 of 17
Ice cube final plus a reflective base is added to give me some idea of what reflections it will receive
step 12 of 17
Final scene setup
step 13 of 17
Small render preview plus fire settings we have a full base shader, three gradients 2 set at luminous amount a 1 set at luminous colour, cellular set at luminous amount, cellular displacement, and 2 displacement noise. And motion blur which really push up the render time.
step 14 of 17
Larger render preview not much help got to impatient....
step 15 of 17
U.V Map which I changed later see step 16 and 17.
step 16 of 17
New U.V Map is exported from the application by E.P.S. (Encapsulated PostScript) and the source is then overlaid on to the exported U.V. saved, then imported back in to the application.
step 17 of 17
Always save any bump or texture maps as a PDF not a jpeg and at 512 by 512 pixels and above. Believe me don’t use jpegs for U.Vs they are like rubber bands the more you use then the more slack and distorted they become.
I hope that was of some help to someone given you a little insight to my work flow.......