I'd bake a barbed wire texture onto a plane that tiles directionally, make it into a long chain using an array or something like that and then bend it using path deform.
the higher density your base mesh is, the less pinch you will see. however. if it's barely visible and you are going to bake down and texture it. The pinch will in the end not really show =)
What advantages are there of making a braid or repeating texture in max over using xnormal and heightmap to normals? Than overlaying the normal over the other normal with a soft light blend?
@apb Your goal and use aren't quite clear, except that it's a road. Is subdivision important here? How about textures? Would it be easier to not have the two overlap in the middle?
thats exactly what he is saying tho highpoly uvs might come in handy with baking down detail maps for instance, or many productions texture the highpoly, not the lowpoly and bake it down later on, this will for instance make sure changes don't break the sync between high and low, or will guarantee to lods (or 3rd person…
I know this thread is about sub-d modelling, but some shapes might be easier to make in nurbs. And if it´s to be baked to a normalmap, you don't have the pain of stitching and texturing.
I may be overthinking this one, but whats the best way to model padded objects such as the image above? Especially a very soft quilted walls and such. can it be modeled or leave the details in the texturing?
Yeah, as a model to texture I would have modeled one row to source from then dupe in Photoshop. But since he asked to model it I just went the whole nine :D.
Thanks for the links, but this takes care only partly of the challenge I'm facing. You see all those additional bendings and differences in sizes of "rope"? That's where my struggles are (I might not clearly stated my problem before). For example I've used helix for the handle and the bottom part, but it's extremely…
Hey guys, any clues what might cause this texture disortion ? It is also shifted right after exporting it from max, I ve tried to reset x form, collapse the mesh but it did not work