Braided hose modeling
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HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.
Here is higher res but I don't need those single threads to be show but just single like in image above.
modeling
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add a comment |
$begingroup$
HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.
Here is higher res but I don't need those single threads to be show but just single like in image above.
modeling
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blender.stackexchange.com/questions/58959/…
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– Duarte Farrajota Ramos
Feb 11 at 15:42
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@DuarteFarrajotaRamos I saw this But couldn't use it for my model
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– Black Cloud
Feb 11 at 17:13
1
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i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
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– AmagicalFishy
Feb 11 at 18:47
1
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It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
$endgroup$
– jpa
Feb 11 at 19:15
add a comment |
$begingroup$
HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.
Here is higher res but I don't need those single threads to be show but just single like in image above.
modeling
$endgroup$
HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.
Here is higher res but I don't need those single threads to be show but just single like in image above.
modeling
modeling
asked Feb 11 at 15:40
Black CloudBlack Cloud
11411
11411
$begingroup$
blender.stackexchange.com/questions/58959/…
$endgroup$
– Duarte Farrajota Ramos
Feb 11 at 15:42
$begingroup$
@DuarteFarrajotaRamos I saw this But couldn't use it for my model
$endgroup$
– Black Cloud
Feb 11 at 17:13
1
$begingroup$
i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
$endgroup$
– AmagicalFishy
Feb 11 at 18:47
1
$begingroup$
It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
$endgroup$
– jpa
Feb 11 at 19:15
add a comment |
$begingroup$
blender.stackexchange.com/questions/58959/…
$endgroup$
– Duarte Farrajota Ramos
Feb 11 at 15:42
$begingroup$
@DuarteFarrajotaRamos I saw this But couldn't use it for my model
$endgroup$
– Black Cloud
Feb 11 at 17:13
1
$begingroup$
i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
$endgroup$
– AmagicalFishy
Feb 11 at 18:47
1
$begingroup$
It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
$endgroup$
– jpa
Feb 11 at 19:15
$begingroup$
blender.stackexchange.com/questions/58959/…
$endgroup$
– Duarte Farrajota Ramos
Feb 11 at 15:42
$begingroup$
blender.stackexchange.com/questions/58959/…
$endgroup$
– Duarte Farrajota Ramos
Feb 11 at 15:42
$begingroup$
@DuarteFarrajotaRamos I saw this But couldn't use it for my model
$endgroup$
– Black Cloud
Feb 11 at 17:13
$begingroup$
@DuarteFarrajotaRamos I saw this But couldn't use it for my model
$endgroup$
– Black Cloud
Feb 11 at 17:13
1
1
$begingroup$
i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
$endgroup$
– AmagicalFishy
Feb 11 at 18:47
$begingroup$
i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
$endgroup$
– AmagicalFishy
Feb 11 at 18:47
1
1
$begingroup$
It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
$endgroup$
– jpa
Feb 11 at 19:15
$begingroup$
It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
$endgroup$
– jpa
Feb 11 at 19:15
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
This is a solution for the first picture (but you can use this kind of solution to fake the second one):
- Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.
- Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.
- Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.
- Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).
- Add a Subdivision Surface modifier and press Smooth Shading.
- To make it follow a curve, use a Curve modifier.
$endgroup$
add a comment |
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1 Answer
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1 Answer
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active
oldest
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active
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votes
$begingroup$
This is a solution for the first picture (but you can use this kind of solution to fake the second one):
- Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.
- Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.
- Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.
- Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).
- Add a Subdivision Surface modifier and press Smooth Shading.
- To make it follow a curve, use a Curve modifier.
$endgroup$
add a comment |
$begingroup$
This is a solution for the first picture (but you can use this kind of solution to fake the second one):
- Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.
- Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.
- Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.
- Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).
- Add a Subdivision Surface modifier and press Smooth Shading.
- To make it follow a curve, use a Curve modifier.
$endgroup$
add a comment |
$begingroup$
This is a solution for the first picture (but you can use this kind of solution to fake the second one):
- Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.
- Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.
- Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.
- Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).
- Add a Subdivision Surface modifier and press Smooth Shading.
- To make it follow a curve, use a Curve modifier.
$endgroup$
This is a solution for the first picture (but you can use this kind of solution to fake the second one):
- Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.
- Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.
- Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.
- Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).
- Add a Subdivision Surface modifier and press Smooth Shading.
- To make it follow a curve, use a Curve modifier.
edited Feb 11 at 17:17
answered Feb 11 at 16:27
moonbootsmoonboots
11.3k21020
11.3k21020
add a comment |
add a comment |
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$begingroup$
blender.stackexchange.com/questions/58959/…
$endgroup$
– Duarte Farrajota Ramos
Feb 11 at 15:42
$begingroup$
@DuarteFarrajotaRamos I saw this But couldn't use it for my model
$endgroup$
– Black Cloud
Feb 11 at 17:13
1
$begingroup$
i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
$endgroup$
– AmagicalFishy
Feb 11 at 18:47
1
$begingroup$
It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
$endgroup$
– jpa
Feb 11 at 19:15