hi, im doing my last project, a zippo lighter, i already made some progress, but im stuck modelling or/and texturing the "circle that makes friction with the little thing which makes the spark so the flame can lit" hahaha i dont know what it's name in english, (or in spanish).... here, you will spot it fast...
this is what should look like
they look like spikes, some time ago somewhere i found a tutorial on how to do the texture of a jack plug,you know what i mean, but i cant find it, if someone has a clue on how to do it, please tell me!
[HELP] Modelling a zippo texture
- daniel_nieto
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[HELP] Modelling a zippo texture
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- zippo_WIP.jpg (21.27 KiB) Viewed 4020 times
From México, Daniel Nieto .·.
I would use TopMod to model that;
Create a cylinder in your usual 3d package, with enough subdivisions so each face looks square. Make sure the cylinder has caps or topMod2 may crash (it did for me, I believe that's because I first tried with an open surface, that is without cylinder caps).
Ok you have loaded the cylinder in TopMod, go straight to Remeshing > 4-Conversion > Stellate with Edge Removal, export the resulting mesh back in you modeling app.
Delete the irrelevant faces (from former caps. In result image I didn't), extrude faces collectively once inwards, then once upwards.
result
Create a cylinder in your usual 3d package, with enough subdivisions so each face looks square. Make sure the cylinder has caps or topMod2 may crash (it did for me, I believe that's because I first tried with an open surface, that is without cylinder caps).
Ok you have loaded the cylinder in TopMod, go straight to Remeshing > 4-Conversion > Stellate with Edge Removal, export the resulting mesh back in you modeling app.
Delete the irrelevant faces (from former caps. In result image I didn't), extrude faces collectively once inwards, then once upwards.
result
obsolete asset
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- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
check this out.
simple cylinder, use more sides for smaller spikes, less sides for bigger, chunkier spikes.
subdivide the edges so that you end up with squares.
set the pivot to Individual Centers, that will make your faces scale independently of eachother.
extrude all the faces individually however much you want the spikes to protrude.
scale down to 0.
remove doubles.
repeat ad nauseum.
simple cylinder, use more sides for smaller spikes, less sides for bigger, chunkier spikes.
subdivide the edges so that you end up with squares.
set the pivot to Individual Centers, that will make your faces scale independently of eachother.
extrude all the faces individually however much you want the spikes to protrude.
scale down to 0.
remove doubles.
repeat ad nauseum.
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- spikedWheelTUT.jpg (231.83 KiB) Viewed 3924 times
- PureSpider
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- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
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