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| | #2 (permalink) |
| Extrusion ![]() | First, I created a long tube in the Vertex modeler. There are many ways to do this. I like to create a small 1/2" cube, delete 2 opposite ends, replicate it in 1/2" increments and weld it together. Don't forget to smooth all edges. Second, I opened the UV editor and switch the projection to cylindrical, so the UV map goes in the same direction as the rope. Last edited by EricD : 8th December 2006 at 20:27. Reason: add images |
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| | #3 (permalink) |
| Extrusion ![]() | Then I rotated the segments to shape the rope. I also flattened the 2 ends of the rope where they're squeezed into the soap. I turned on subdivision smoothing. I kept the modeling subdivision level to 0 for faster redraws and cranked the rendering level to have enough polygons to displace. Last edited by EricD : 8th December 2006 at 20:29. Reason: add images |
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| | #4 (permalink) |
| Extrusion ![]() | Finally, I loaded the pattern I created in Photoshop. Make sure it's a repeat pattern so there are no seams. I tiled it along the length of the rope. I adjusted the amplitude and offset until I was pleased with the preview. I enabled the subdivision (which I believe does the same thing as smoothing in the VM). The higher the number, the smoother the rope, and the longer the render time... I liked the rougher rope for this purpose. Last edited by EricD : 8th December 2006 at 20:30. Reason: add images |
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