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View Full Version : best way to bind (braid) a basket in LW?



Svenart
09-22-2010, 09:11 AM
hi,

I have to do a few baskets at the moment. Does anyone has a tip how I can do that more comfortable than creating every single part manuell?

when finished, they should look like this:

http://www.herz-apfel.de/wp-content/Bilder-und-so/korb4-rund.png

Hopper
09-22-2010, 09:24 AM
As for the sides of the basket, I would model just as you would when creating a tire. Create the two opposite "angles" (one elbow of a bend), put your vertical "stick" between the elbows (finishing off the weird bend at the top also), clone 35-to 40, bend 360 degrees, then using stretch, flare out the top.

I had made a quick series of screenshots for the quick tire process in the "wheelchair" speed modeling challenge. It demonstrates this technique. You could apply this to your basket.

OR...

There are probably quite a few better ways to do this also ... I'm sure someone will also be posting shortly.. :)

EDIT: If you haven't already figured it out... I'll see if I can create it when I get home this evening.

XswampyX
09-22-2010, 02:06 PM
I came up with this...

Model your braid.
http://i465.photobucket.com/albums/rr16/xXswampyXx/th_BasketStep1.jpg (http://s465.photobucket.com/albums/rr16/xXswampyXx/?action=view&current=BasketStep1.jpg)

Array clone 10x10
http://i465.photobucket.com/albums/rr16/xXswampyXx/th_BasketStep2.jpg (http://s465.photobucket.com/albums/rr16/xXswampyXx/?action=view&current=BasketStep2.jpg)

Bend your sheet 360 deg to get a tube.
http://i465.photobucket.com/albums/rr16/xXswampyXx/th_BasketStep3.jpg (http://s465.photobucket.com/albums/rr16/xXswampyXx/?action=view&current=BasketStep3.jpg)

Then set up a linear weight map and then size your model using this map. Press 'n' for numeric options.
http://i465.photobucket.com/albums/rr16/xXswampyXx/th_BasketStep4.jpg (http://s465.photobucket.com/albums/rr16/xXswampyXx/?action=view&current=BasketStep4.jpg)

Hope that helps. Cheers!

http://i465.photobucket.com/albums/rr16/xXswampyXx/BasketSml.jpg

jeric_synergy
09-22-2010, 02:08 PM
WOW!!! Nicely done!

Excellent use of modeling features!

So, that's a straight, linear falloff weight map? In the last wireframe, why is the inside center raised?

Very slick.

(999 posts!!!!)

OnlineRender
09-22-2010, 02:13 PM
Brilliant work !

XswampyX
09-22-2010, 02:21 PM
So, that's a straight, linear falloff weight map? In the last wireframe, why is the inside center raised?


(999 posts!!!!)

Urm.. don't know. I made this up as I was going along, and then wrote the instructions. I might have got it wrong. :newhere:

Thanks!

Hopper
09-22-2010, 04:43 PM
Excellent! Pretty much exactly how I had mentioned (minus the weight map). I'm glad it worked - now I can be lazy and not model one of my own! :thumbsup:

Cheers! :beerchug:

jeric_synergy
09-22-2010, 06:42 PM
WHile the modeling is great, I'm also lurving the surface you applied. Care to say anything about that?

(1001 posts!)

geo_n
09-22-2010, 08:44 PM
I made similar model before to make flower baskets which I uploaded to Turbosquid. Not the same steps though and the braid is continous.

http://img7.imageshack.us/img7/5756/flowerbasketsg.jpg (http://img7.imageshack.us/i/flowerbasketsg.jpg/)

XswampyX
09-23-2010, 04:34 AM
WHile the modeling is great, I'm also lurving the surface you applied. Care to say anything about that?

(1001 posts!)

Nothing special. Plain pink colour, 20% spec, 15% reflective and a procedural bump map for effect.

I took out the curve from the bottom of the basket and when I saved it the original texture was overwritten with the default.

The look is more to do with global illumination, and a sky dome for ambient lighting/reflections.

Glad you liked it. :)

Svenart
09-23-2010, 09:27 PM
thank you all for the great tips, they helped me alot to save much time. thanks!!!

colkai
09-24-2010, 05:09 AM
Ok, stupid question, how to make a linear weightmap when the points are all effectively on separate objects (i.e. down-struts vs cross-struts).
I'm sure it's obvious to all but me :p

jeric_synergy
09-25-2010, 01:48 AM
Good question: I'm not seeing the types of tools in LW that would make this like, spraying numbers on a grid. I know there is a "Blur WMap" plugin, but that's 3rd party.

Well, except for the airbrush....(not being sarcastic)....

colkai
09-25-2010, 07:02 AM
Nope, not at all, I went through a similar thought process :)

jeric_synergy
09-25-2010, 11:14 PM
An interface I'd like to see for this would be like the triangular shaped object you get when you're trying to BEND things (IIRC).

One end would be 0%, the other 100%, and you could sorta lay it across a mesh and see in real time the shading of the weight it was laying down.

A lot of that code is already in the UI.

colkai
09-26-2010, 03:52 AM
Completely agree, I don't understand why you cant do that already. Then again, there are a host of things that seem "common sense" which are missing from native LW.

Wonder if anyone is up for a plugin to do this, assuming it is indeed do-able. I'm just wondering if it is because the points aren't "connected" which make it an issue. :question:

Hopper
09-26-2010, 10:45 AM
Interesting ... How about a background weightmap.. ooooh that would be cool. Use a weightmap from another object in another layer. Or even if it was forced to be a single flat poly.

Layer->Create Weight Layer

Hmmm ...

XswampyX
09-30-2010, 05:06 PM
Ok, stupid question, how to make a linear weightmap when the points are all effectively on separate objects (i.e. down-struts vs cross-struts).
I'm sure it's obvious to all but me :p

Do you mean like this?

Click for video VVVV

http://i465.photobucket.com/albums/rr16/xXswampyXx/th_WM4.jpg (http://s465.photobucket.com/albums/rr16/xXswampyXx/?action=view&current=WM4.mp4)

Is there another way to set them up?