Hey! I think this image might be a good hint to the solution. I would make a helix around a cylinder and then unwrap the polygons so of the helix so they are connected and straight. After that I would add the whole texture. I'll see if I can illustrate this better. Going to try an mini tut once I get some time. If someone has one already please share.
I tought about the helix but how can I do to put that texture into it? it looks too short on the lenght and too tall on the height I guess... may be I shoudl craate a new one out of it , but also I woudl may be have to make first a texture made out of simple squares to get the proportions and then map it into the texture itself , but then once I did how do I do to extract normal maps from it without having to go manually resculpt everything? I think I saw a nice tutorial for extracting good normals from bassreliefs but I can't find ....
Made a quick and dirty tut to show you how I would do it. This is just an example. If you want it it to wrap more times then add more cuts. If you want a different angle then move the vertices on the right lower and you will have the result you wanted. In the same way you can add the normal map no problem. I f you do not want to add a turbosmooth on it then just add more cuts like in step 5 so it bends without problem. Hope it helps. If you find that tut please share. Now I'm curious for the alternatives.
1. Create a plane
2. Use the cut tool and connect the vertices as shown
Optional: Extrude the bottom edge and upper edge Step 5.
3. Remove the other edges
Optional: keep the edges I think it makes no difference. If you do not like the angle of the edges just move the verts on the right lower.
4. Unwrap the the selected faces and rotate them so they are straight and move them to form a single strip. Add the texture to the faces. You can cut the texture and add them to the faces individually. That depends on the unwrap and how you use the uv space.
5. Add extra edges then TurboSmooth and Bend.
6. Result
Honestly I wouldn't bother with the photo. Just resculpt it or find smething not skewed, then use something like Ssandu's method, which will work with a tiling texture.
Its a very complex scene from skyrim and I wanted to adapt to the sword I ammaking , its not that I want to add some random sculpture but that woudl have a meaning on the sword....
I remember to have seen once a tutorial of a guy that took a bassrelief of RL picture and created a very good representation of it in 3d but not just by photomanipulating he used several tricks to make it really polished and realistic but I can't find ...
@NAIMA he dosnt mean overboard in the process he mean overboard i the amount of details, since it is just for the handle of a sword, so it is a lot of detail, in a spot that isnt seen much, and it would require a hell of a lot of texture resolution to look good.
Replies
http://www.polycount.com/forum/showthread.php?t=54694&highlight=texripper
There will still be a lot of cleanup involved though.
1. Create a plane
2. Use the cut tool and connect the vertices as shown
Optional: Extrude the bottom edge and upper edge Step 5.
3. Remove the other edges
Optional: keep the edges I think it makes no difference. If you do not like the angle of the edges just move the verts on the right lower.
4. Unwrap the the selected faces and rotate them so they are straight and move them to form a single strip. Add the texture to the faces. You can cut the texture and add them to the faces individually. That depends on the unwrap and how you use the uv space.
5. Add extra edges then TurboSmooth and Bend.
6. Result
It's for modo but I'm sure you could adapt it.
http://content2.luxology.com/modo/videoVault/textureFix.mov
http://www.thegnomonworkshop.com/store/products/tutorials/nzu_series/
what you mean by overboard? I was thinking to just cut off some pieces from the wall scene and put into ps then extract a normal map from it?
btw anyone tried that tutorial on something ? Is it worth ? I tought was free once ....