In this modeling tutorial we are going to go through the process of creating a strand of Christmas lights that are easily adaptable to any scene. The tutorials covers modeling and how to use array and curve modifiers to create a strand of lights that will automatically lengthen as needed.

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Discussion

80 Responses to “Modeling a set of Christmas Lights in Blender 2.5”
  1. Posts: 3

    Jonathan, i have a question for you.
    I have made the same object as in the tutorial but 100 times to big. Now i wand to scale it down to fit my curve model (a reindeer) which the object should follow. It follows the curve but the model seems to remember that it has been scaled down so the curve is not filled with the object (if not clear: a cube can 4 times in a curve -array with fit curve option selected-, if you scale down the cube -0.5- it still can 4 times in the curve.) Is there a workaround for this problem?
    Thanks

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    51
    Dec 21, 2010 at 8:46 am
  2. Posts: 7

    I followed this tutorial exactly but as you start to add the curve you start off with a strand that has only one light. This is where the problems started for me because we leave off with a strand that has two lights after you unchecked double sided and flipped the normals then the next frame you start off working with one light. Could you explain what you did in between that transition?

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    52
    Dec 31, 2010 at 7:29 pm
  3. Posts: 235

    Hey Jonathan, I think it would be easy enough to rotate only one light by finalizing your curve and applying your arrays, then simply selecting all the vertexes of the light you would like to rotate and then using proportional editing along the proper transform orientation. Blender Cookie is by far the most comprehensive set of Blend Tuts! I’ll be looking for a CG job before long thanks to you guys! :) By the way, what happened to Kernon? Did he move on? I miss the ‘Professor’! But anyway thanks guys, and keep it up! Have your best year yet!

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    53
    Jan 15, 2011 at 1:59 am
  4. Posts: 2

    Im sorry but i cant find merge when doing subdivision surface :(

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    54
    Jun 2, 2012 at 2:51 am
  5. Posts: 4

    For some reason when I add the array modifier it aligns vertically along the z axis instead of horizontally along the x axis o.0 Please help!

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    55
    Nov 22, 2012 at 7:10 am
  6. Posts: 4

    Okay I figured it out :) had to play around a bit in the array settings, I don’t even know how it got switched to vertical alignment in the first place but got it switched back to horizontal. Just for future reference though is there a hot key to do that, so I can avoid pressing it and/or can reset it if this happens again without having to start over again. It seems that when I re-aligned the array it applied it so I am having to start back over from the beginning, it’s probably user error I am pretty new at this but if there is an easier less ”daring” way to do this I’d love to know.

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    56
    Nov 22, 2012 at 7:25 am
  7. Darwin Colgan
    Posts: 6

    Hey when i made the actual light bulb i followed everything you did but i have like a indented star shape when i did the fill at the top of the bulb i am using blender 2.65 is there away to fix this

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    57
    Dec 30, 2012 at 10:28 am
    • Posts: 454

      this is caused by the multi-sided pole.
      Make a loop close to this pole to smooth out the star or turn it into an all quad junction.
      -Alex

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      57.1
      Dec 31, 2012 at 4:09 pm
      • Darwin Colgan
        Posts: 6

        how do i turn it in to a all quad junction i did manage to smooth it off a little with a loop cut but i undid it as it made a circle

        if needs be i could send the blend file

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        57.1.1
        Dec 31, 2012 at 4:58 pm

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