Braided hose modeling





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HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.



enter image description here



Here is higher res but I don't need those single threads to be show but just single like in image above.



enter image description here










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  • $begingroup$
    blender.stackexchange.com/questions/58959/…
    $endgroup$
    – Duarte Farrajota Ramos
    Feb 11 at 15:42










  • $begingroup$
    @DuarteFarrajotaRamos I saw this But couldn't use it for my model
    $endgroup$
    – Black Cloud
    Feb 11 at 17:13






  • 1




    $begingroup$
    i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
    $endgroup$
    – AmagicalFishy
    Feb 11 at 18:47






  • 1




    $begingroup$
    It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
    $endgroup$
    – jpa
    Feb 11 at 19:15


















17












$begingroup$


HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.



enter image description here



Here is higher res but I don't need those single threads to be show but just single like in image above.



enter image description here










share|improve this question









$endgroup$












  • $begingroup$
    blender.stackexchange.com/questions/58959/…
    $endgroup$
    – Duarte Farrajota Ramos
    Feb 11 at 15:42










  • $begingroup$
    @DuarteFarrajotaRamos I saw this But couldn't use it for my model
    $endgroup$
    – Black Cloud
    Feb 11 at 17:13






  • 1




    $begingroup$
    i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
    $endgroup$
    – AmagicalFishy
    Feb 11 at 18:47






  • 1




    $begingroup$
    It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
    $endgroup$
    – jpa
    Feb 11 at 19:15














17












17








17


4



$begingroup$


HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.



enter image description here



Here is higher res but I don't need those single threads to be show but just single like in image above.



enter image description here










share|improve this question









$endgroup$




HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.



enter image description here



Here is higher res but I don't need those single threads to be show but just single like in image above.



enter image description here







modeling






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Feb 11 at 15:40









Black CloudBlack Cloud

16013




16013












  • $begingroup$
    blender.stackexchange.com/questions/58959/…
    $endgroup$
    – Duarte Farrajota Ramos
    Feb 11 at 15:42










  • $begingroup$
    @DuarteFarrajotaRamos I saw this But couldn't use it for my model
    $endgroup$
    – Black Cloud
    Feb 11 at 17:13






  • 1




    $begingroup$
    i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
    $endgroup$
    – AmagicalFishy
    Feb 11 at 18:47






  • 1




    $begingroup$
    It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
    $endgroup$
    – jpa
    Feb 11 at 19:15


















  • $begingroup$
    blender.stackexchange.com/questions/58959/…
    $endgroup$
    – Duarte Farrajota Ramos
    Feb 11 at 15:42










  • $begingroup$
    @DuarteFarrajotaRamos I saw this But couldn't use it for my model
    $endgroup$
    – Black Cloud
    Feb 11 at 17:13






  • 1




    $begingroup$
    i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
    $endgroup$
    – AmagicalFishy
    Feb 11 at 18:47






  • 1




    $begingroup$
    It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
    $endgroup$
    – jpa
    Feb 11 at 19:15
















$begingroup$
blender.stackexchange.com/questions/58959/…
$endgroup$
– Duarte Farrajota Ramos
Feb 11 at 15:42




$begingroup$
blender.stackexchange.com/questions/58959/…
$endgroup$
– Duarte Farrajota Ramos
Feb 11 at 15:42












$begingroup$
@DuarteFarrajotaRamos I saw this But couldn't use it for my model
$endgroup$
– Black Cloud
Feb 11 at 17:13




$begingroup$
@DuarteFarrajotaRamos I saw this But couldn't use it for my model
$endgroup$
– Black Cloud
Feb 11 at 17:13




1




1




$begingroup$
i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
$endgroup$
– AmagicalFishy
Feb 11 at 18:47




$begingroup$
i read this title as "braindead horse modelling" and was somewhat disappointed when i clicked on it
$endgroup$
– AmagicalFishy
Feb 11 at 18:47




1




1




$begingroup$
It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
$endgroup$
– jpa
Feb 11 at 19:15




$begingroup$
It seems so flat that you could probably get same results with a simple tube + bump map texture. But that is probably not a modeling answer.
$endgroup$
– jpa
Feb 11 at 19:15










1 Answer
1






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24












$begingroup$

This is a solution for the first picture (but you can use this kind of solution to fake the second one):




  • Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.

  • Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.

  • Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.

  • Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).

  • Add a Subdivision Surface modifier and press Smooth Shading.

  • To make it follow a curve, use a Curve modifier.


enter image description here






share|improve this answer











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    1 Answer
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    oldest

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    active

    oldest

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    24












    $begingroup$

    This is a solution for the first picture (but you can use this kind of solution to fake the second one):




    • Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.

    • Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.

    • Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.

    • Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).

    • Add a Subdivision Surface modifier and press Smooth Shading.

    • To make it follow a curve, use a Curve modifier.


    enter image description here






    share|improve this answer











    $endgroup$


















      24












      $begingroup$

      This is a solution for the first picture (but you can use this kind of solution to fake the second one):




      • Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.

      • Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.

      • Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.

      • Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).

      • Add a Subdivision Surface modifier and press Smooth Shading.

      • To make it follow a curve, use a Curve modifier.


      enter image description here






      share|improve this answer











      $endgroup$
















        24












        24








        24





        $begingroup$

        This is a solution for the first picture (but you can use this kind of solution to fake the second one):




        • Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.

        • Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.

        • Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.

        • Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).

        • Add a Subdivision Surface modifier and press Smooth Shading.

        • To make it follow a curve, use a Curve modifier.


        enter image description here






        share|improve this answer











        $endgroup$



        This is a solution for the first picture (but you can use this kind of solution to fake the second one):




        • Create 2 bricks (front view), the proportion is 2 x 1 units, subdivide a bit, rotate them 45° and stick them together.

        • Use a first Array modifier to duplicate them on the X axis. Find the good Relative Offset value.

        • Use a second Array modifier to duplicate them on the Z axis. Again, find the good Relative Offset value.

        • Add a Simple Deform modifier / Bend mode, find the good Deform Angle value (more than 360°).

        • Add a Subdivision Surface modifier and press Smooth Shading.

        • To make it follow a curve, use a Curve modifier.


        enter image description here







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Feb 11 at 17:17

























        answered Feb 11 at 16:27









        moonbootsmoonboots

        14.3k21025




        14.3k21025






























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