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[blender] I need some advice regarding the best way of making this curve turn into a rope

polycounter lvl 7
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oraeles77 polycounter lvl 7
I need some advice regarding the best way of making this curve turn into a nice looking piece of rope, everytime I attempt to 'alt-c' into a mesh, (this creates a UV known as 'orco') it looks terrible (some parts look worse than others though), the scale has to be 50x20y etc to make the pattern visible, it seems each quad is stretched 3x times+ in one direction too much. I've tried experiemnting with the 'auto texture space' option on the curve tab, i've tried experimenting with how many subdivisions I add to it before doing alt-c, with the mesh I've experiented with the 'mapping' options, and I've scoured the internet for  answers and nothing seems to be an easy answer, any other solutions.

I just want to make a tassle thing which looks nice for the viewer, with no obvious seams.



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  • gnoop
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    gnoop sublime tool
    method 1.    with  a small tillable geometry/piece of the rope   + array modifier  along the curve having "merge" checked in

    method 2.   Using  one  straight curve with a regular intervals in between nodes for proper UV   and another invisible "guide" one  ( the one you modeled )  to follow  and be "curve deformed"  and X scaled up to necessary length.
    Both better be parented to an empty handle object    and have their origins in same position.  Also lock their transform,rotation and scale  except scaling in X for guided curve and use empty parent to move it around

    method 3  . Just fix the uv in couple clicks with "follow active"   or quad unwrap, textools or similar addone  after converting into a mesh

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