Blender - Modelling a complex weave wicker chair | iMeshh Tutorial

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  • เผยแพร่เมื่อ 16 ก.ย. 2024
  • Here I show you how I created a weaved chair in Blender
    Visit www.imeshh.com for 3D models and textures :)

ความคิดเห็น • 21

  • @KUBE.archvis
    @KUBE.archvis 4 ปีที่แล้ว +5

    First time I've seen someone as crazy as me, willing to sit for ten hours tediously hand modeling a chair. 😂😂 your approach is a lot more logical than what I probably would have done. Thanks for giving me some ideas. 😘

    • @imeshh
      @imeshh  4 ปีที่แล้ว +1

      Haha, yes this one almost defeat me... But was a good learning exercise. I hope next time it doesn't take me half as long haha
      And thank you for your lovley comments on this one and also the other video :) I'll try to make some more often

  • @jesussnz
    @jesussnz ปีที่แล้ว +1

    The Textools addon that is currently working with the new versions of blender (and free) does the same as the UV shape shown in the video, it can be found in the submenu "Mesh UV tools" > "Create UV Mesh" :)

    • @ColleteralProject
      @ColleteralProject ปีที่แล้ว

      Hey, first thanks for the tip. I try it and it works. Till I want to make something like in the video. It only bends back the original object, but not the object I create. The created object is still flat. To you know some tutorial? I cannot find anything on TH-cam or Google... 😔

    • @jesussnz
      @jesussnz ปีที่แล้ว +1

      ​@@ColleteralProject Hello!, I'm not sure what do you mean exactly but in order to make that the created geometry follows back the UV mesh that you are creating with textools you need to use the modifier "surface deform" (included in blender) and bind the two geometries, you can can search more about the surface deform modifer, I hope that was you were asking :)

    • @ColleteralProject
      @ColleteralProject ปีที่แล้ว +1

      @@jesussnz Thank you very much! Maybe it was some kind of an bug. You have to select the uv shape and your model. After that Klick warp and it's done. But in my first try the warp button was grey and not usable. But now it works! Thank again. I doesn't noticed textools till I read your commend. 😂

    • @jesussnz
      @jesussnz ปีที่แล้ว +1

      ​@@ColleteralProject Glad to hear you could find the solution and I haven't noticed the warp option in textools haha does exactly the same as the "surface deform" modifier :)

    • @ColleteralProject
      @ColleteralProject ปีที่แล้ว +1

      @@jesussnz Hahaha... 😂 So we helped each other. 👍🏻😁 Great!

  • @9JANOOB
    @9JANOOB 2 ปีที่แล้ว

    Please does this addon still works. I think many people don't even realise how powerful this is

  • @baorichard4345
    @baorichard4345 4 ปีที่แล้ว

    i am new to this, but do you use a lot of these high-poly meshes in architect visualization? Will it make it render or edit way slower ?

    • @imeshh
      @imeshh  4 ปีที่แล้ว +2

      High poly objects are definitely far more common in Arch-vis. Especially for objects like this or sofas/beds for example. Having a higher poly model is great for close-up shots. Id rather have too many than too little.
      If you're going to duplicate objects like,this you should make sure you duplicate it as an instance, then it doesn't take up more computer resources.
      Very high poly scenes can sometimes be troublesome, but for me that's mainly if I'm working on multiple rooms in one project or an exterior project. Just try to break up the scene as best you can.
      I personally find textures to be the biggest issue as a 6k texture can use up LOTS of RAM.
      Blender though has a great Simply feature I recommend checking out which limits texture sizes and duplication levels.
      But yea don't be surprised if a scene hits 10 or even 20 million faces.

  • @michaelbendavid777
    @michaelbendavid777 5 ปีที่แล้ว

    nice tutorial i didnt get to much the part of the shape key, i mean how to make it... and also how did you know much size needed the weave to shrink wrap to the chair leg

    • @imeshh
      @imeshh  5 ปีที่แล้ว +3

      I think that section could do with a whole video on its own so i'll try to follow up for you. But in short, you unwrap your model. Then use the addon in the video (blenderartists.org/t/surface-follow-from-2016-blender-conference/680941/6) to flatten the model into the UV shape.
      Then in texture view you can see the size of the weave that was needed. After aligning the physical weave geometry over the weave texture you know that once you unflatten the original model that the new weave geometry will be in the right place.
      But like i said, i'll try to follow up and do that bit in more detail for you :)

    • @baorichard4345
      @baorichard4345 4 ปีที่แล้ว

      @@imeshh THE link is dead, do you have any other source on it? interested in it as well!

    • @imeshh
      @imeshh  4 ปีที่แล้ว

      @@baorichard4345 blenderartists.org/t/surface-follow-from-2016-blender-conference/680941
      I just tried this one and it appears to work. Maybe give it a shot? :)

  • @carpgianedossantos7001
    @carpgianedossantos7001 5 ปีที่แล้ว

    Great stuff. Is that built in addon or do you have to download it from somewhere.

    • @imeshh
      @imeshh  5 ปีที่แล้ว +1

      Thanks! I realise I breezed over each process so if you have any questions do let me know :)

    • @imeshh
      @imeshh  5 ปีที่แล้ว +1

      The addon is downlaoded. try this thread, I think its in here blenderartists.org/t/surface-follow-from-2016-blender-conference/680941/6

  • @pstuddy
    @pstuddy 4 ปีที่แล้ว

    Easiest fastest way is to use the tissue add-on peeps

    • @imeshh
      @imeshh  4 ปีที่แล้ว +1

      I've tried that a few times but sometimes find it doesn't always place my base weave in the correctly places, or it doesn't merge them in a way which I'd like. I do like this method because you can methodically choose the direction of the weaves for the whole mesh before committing.
      Also am I correct that it adds the duplicated shape over every quad face? So all quads need to be exactly even in size? I think this could sometimes be a problem at a pinch point for something like my chair. But if you have any examples of the tissue add-on being used on something like this then I'd absolutely love to see! Super interesting for sure

    • @RomboutVersluijs
      @RomboutVersluijs 2 ปีที่แล้ว

      @@imeshh if you model it correctly with quads and make them as even as possible it is doable i think. This workflow is also pretty nice. I would only use this for real close shots as it's poly bomb having so much vertices