Fantastic tutorial, I'm definitely impressed. I really love how you pieced this all together, it's definitely a method I would never have thought of if someone had asked me to model it.
The hedge mesh: - Create a box with a few segments in it, 3x2x2, relax it so it softens up and drop a noise modifier on it to twist it around a little. Don't collapse the stack just yet, you can change the noise parameters to alter the hedges slightly. You can do the odd shaping by hand, I'm just lazy and like automation.…
Wires and UV layout Note: This light post is also included in the UV layout (purple). It's also packed a little tighter than I normally would, but the scene its for we're not concerned about mip-map edge bleeding. Jason: I even broke apart the object and randomly colored the wires, now that's love! OC: Cool, I'm glad it…
Thanks guys =) I forgot to mention that the greentooth topiary was a quad sphere. I used a primitive shape plug-in I got from somewhere around here (Cholden?). But you can do the same thing by applying sphereify to a box that was turbo smoothed. It helps to unwrap the box before you turbo and sphereify.