I’ve considered using two bent planes for the top part and applying an array modifier to extend the shape. As for the bottom, I thought about using a curve modifier to create those “rope” looking areas. However, upon closer inspection, some parts seem too organic to be accurately modeled using these methods.
I also considered sculpting it and using alphas to fasten the process, but it still doesn’t feel like it’d be the most authentic approach for this type of modeling. While I’m aware I could simply apply a texture with an alpha channel to fake the details, I’m curious about how one would go about modeling this in 3D if we wanted an accurate representation.
Thank you so much. It’s very strange, sometimes I don’t get any emails or notifications when someone replies to my post here so I thought nobody really answered the post and figured it out by following exactly the same method you shared actually lol. Marking it as the solution so if someone else would need to model such thing they can use this method. It’s relatively quick and gets the desired result. Thanks for your reply regardless!
Hey guys. I was looking for tutorials on how to model carpet fringes, and somebody suggested that I should use curves to get the desired result and uploaded a blend file as a reference.
As I commented in the original post, I didn’t receive any notifications regarding the replies on my post, so I used the same method this contributor suggested. But investigating his blend file made me realize that my curves are super messy and I can not re-produce the highlighted shapes as organic looking as his’:
My question is, how can I reproduce this model and what should I learn to be able to model stuff like this one. I am aware he used curves + beveled them but as I said I can not get my curves aligned as smooth as he did in the blend file and I was wondering how he achieved that.