so i guess you haven’t model each plank and you want the texture to follow the shape of the hull? Have you tried to straighten the UV so that in the 3D view the planks follow the curve of the boat?
Hi! No, it’s really about having a model with each plank being a separate object (or the hull being the collection of separate objects). Just like in the real world where the planking defines the form the hull. At least that would be my intention.
I guess one of the problems is that in the real world the wooden planks deform quite a bit, so whatever is being used needs to subdivide the planks and deform it along the elements of the frame. Also in real world the parts of frame may get sanded a bit to make the planks fit organically. So modelling the frame accurately seems to be quite crucial in the process.
agreed
planks need to follow some 3D curvature shape
may be define with some curve path 3D
and plan must deform to follow it but keep constant width and thickness if possible
but in some case might need some manual tweeking i guess
it is not an easy task to do it with addon
just hope someone come up with some good idea to do it
And here I have the planks in a way that every plank is an individual. It would be great if the workflow could be a bit more streamlined and controlled compared to what I have here.
Two ways to do this right off hand…Using Bezier curves and convert to mesh after the shape is constructed then Grid Fill between them works very well, also if you activate the Curve tools ( included) there is the Loft between two curves which is a closer function that is used to build the hull shapes…
Old Youtube showing the Gridfill Method…
also, there is the program FREESHIP…but you already have the curves so might not be useful to you…