I'm trying to model a still flag on a vertical pole similar to picture below, but I'm having trouble with both modeling and uv mapping.
The modeling is problematic because the flag doesn't just fall and wrinkle, but kind of twists onto itself and around the pole. The mapping is difficult because of stretching and the twists.
The few tutorials I've found use physics based modifiers to animate it, but I only need a static model. Anyone have any good tips on how to go about this? Also, poly counts or complexity are not a concern.
Thanks!
Replies
or any other frame that looks better to you
Use Reactor and set up a scene with your flattened / tessellated / UVd flag mesh.
You can bind the edges you want to attach to the pole and set them not to move, and the rest of the object will just fall based on your world gravity and the weight you assign to the flag.
I'm not an expert on Reactor, and it isn't exactly the most user friendly of interfaces, but if you follow along in the help/tutorial stuff in Max it explains it further about how to set it up.
It's been awhile since I've used it, but once you play around with it it's not that hard.
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Nice work on getting it figured out. I might soften the weight up just a little more so it falls a little lighter. Right now it reads a little closer to burlap or a heavier material.
Once you have the final frame of the reactor-ed mesh, you can always go in with a little FFD modifier action to clean it up just a bit and it shouldn't skew your UVs too bad.
After much testing this is the version I settled for.