Modeling Exercise: Wicker Basket | Blender 2.8
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- Опубліковано 25 вер 2024
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In this video I walk through a way I managed to create a wicker basket. The method I used is mainly meant to serve as a modeling exercise and demonstrates the use of curves, boolean modifiers, array's, and more. If you know of a better way to achieve this, please tell me in the comments below! I'm still trying to master the art of modeling weave patterns, and any feedback is welcome!
Poliigon Wood Texture: www.poliigon.c...
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This is a great tutorial . Thank you so much. This may have already been mentioned in the comments but what I decided to do instead of adding the array modifier to the vertical edges was to copy all of them. I found the placement to be exactly center of the horizontal weaves . After that I adjusted the size of the top and bottom vertex point before converting the curve.
this helped me out a lot. I've been wondering how to do that
it improved my modeling and the way I observe them before starting.
Love the way you give the lesson
Thank you man! I`m just starting learning blender and your tutorial is incredible!
This looks great. Was thinking of starting with a cylinder to avoid cutting the bottom and then once the weaver pattern is done for the cylinder, you can deform the shape with a lattice modifier
it looks very professional - i will definitelly use your technique,to be able to create that model,thank you sir
Well done great tutorial well explained
awesome tut dude!
Thank you!!
That's perfect !
Great tut thanks
Thank you very much! )
how would you approach baking normals of this basket on low poly?
Me: Oh good, an easy wicket tutorial.
*Looks at the video length*
Well, shit.
are you going to be uploading again soon
Hopefully. I've been super busy with school, but I'm really aiming to upload soon
Could you help with the scale? I cant scale like that, how can you do that
hey i had troubles too, i looked it up and apparently Alt+S works!
Apply rotation and scale
great tutorial - except for the part when you delete a face by insetting it and deleting the verticies :D
I honestly dont really understand why everyone select non-color data for normal maps, normal maps is not a black and white image. Normal maps have colors, however for bump maps you use a black and white image. I see almost everyone who use blender chages normal maps to non-color data and it may be the right thing to do, but to me it just seem to be wrong... since normal maps are supposed to be colored
That's actually a great question. I looked it up, and according to a post on stack exchange, it has to do with the way that blender treats images marked as "color data". Here is the link blender.stackexchange.com/questions/87000/color-vs-non-color-data
Non-color data just tells Blender to ignore colour corrections that are normally applied to images. You can see this easily by importing an image to an emission plane and then switching the option on and off. The colour data in a normal map isn't really colour, it's just data encoded into the colour channels. The same applies to any image map (specular, reflection, etc.) as a gamma shift can even affect monochrome data.