Looks like candy on My end… You mind sharing that blend with me? I am over here going about all wrong. (as usual)
[Cylinder with loop cuts added. Then assign the colors to the vertical stripes. Then use proportional editing to twist the cylinder./]
Cylinder with loop cuts (get it) Then you’ve lost me… I will have to go watch video how to assign colors to vertical stripes (if there is a tut on it?) Then go find a video tut on proportional editing.
select one of the circular edge loop, by example i’ll use the bottom one.
press O or enable the Proportional Editing button manually
set the proportional falloff to by example “Linear” (or another of the falloff, they all do a different effect, try to see which one is better for what you need)
Zoom out press R then Z (to rotate while constraining the rotation to the Z axis, in your model it could be another axis)
with the mousewheel (or pageup / pagedown), increase the proportional circle until the circle is big enough to take all the mesh
move the mouse to rotate your selection (or type manually the angle, by example 270), the mesh will follow
That’s what i would do. You can do it Rich and Sanctuary’s way, but that method is less flexible - it requires a lot more geometry and you can’t tweak things like stripe width or make them more wavy after it’s done. By the way, Cylinder is part of the standard primitives, you can just use one of those instead of a circle. If you’re new to Blender you’re better off learning more about UV maps etc. instead of a lazy trick that’s only good for one specific case.
Sanctuary,
That was PRIMO thank you!! I will use this for assigning colors to vertical stripes to make a barber pole in Blender.
Grateful,
NC
@Pesho the challenge I came up with (well a couple were)
the stripes on a diagonal I do not think I could get them to connect “around the pole” As when done they use a straight line(S) with a 60 degree cut on the end and then wrap it around a dremmel or cylinder. This allows the line to be continuous so when rotating the illusion of twisting.
Here are a couple pics for review on the UV unwrap angle. Which was quite taxing albeit as you stated a “quick fix”. I had a couple of challenges:
Assigning or unwrapping the UV to my Plane after I 360’d around my cursor. Also when rotating in my Viewport for some reason some parts would go invisible although they were there. Check it out and let me know where I messed up or did enable the correct editor to wrap that ping. It appears to be wrapping on a circle and not a plane. Maybe because I started with a circle and extruded on the “Z” to create a cylinder and then after importing for UV unwrap I deleted and thought to use a Plane for continuity.
Blender sure is challenging due to it’s lateral of many editors.
Default cylinder primitive. Seams along the end caps and one edge (green). The “matching” of the stripes is achieved by scaling the UVs in the x-direction (green arrow).
OK, first off you have to make sure the texture can tile horizontally in your 2D editor (Photoshop, Inkscape etc.). To do this, you have to crop the image in a way that the left part of the image “connects” to the right part. Here is a corrected version of your image:
[ATTACH=CONFIG]297109[/ATTACH]
After you’ve done that, you need to unwrap your cylinder. I’m not seeing any UV coordinates in the image editor in your screenshots, are you sure it’s unwrapped? Have you marked any seams? For a cylinder you have to mark the top and bottom circles, then a vertical edge going from top to bottom.
Parts of your cylinder are invisible because it’s inside-out. Every 3D mesh has Normals which tell it which way the faces are pointing, as illustrated here:
In your case, you extruded a circle and Blender wasn’t sure which way to do it. They’re pointing in and you need to flip them. To do that, select everything and press “Flip Normals” from the toolbar on the left. Alternatively, you can select everything and press Ctrl+N, this is a command that automatically fixes the normals for you.
EDIT: While i was posting my reply, IkariShinji did it… Instead of making the image tile he scaled the UV map, but the principle is still the same.
Thank you both, I figured if the PNG was there One of you would whip it out. Ikari that looks terrific!
Pesho, I will take a look at your attachment and study both of these solutions. I just finished doing it as Sanctuary layed it out via Rich’s way.
If someone is stumbling onto this thread here is the how to on adding colors to your faces
Edit mode> Select face(s) to color> Hit World icon for materials> add new material>use color spectrum to taste>Hit assign
Here is my challenge on Sanctuary’s tut. For one, my center kinda collapsed as an hour glass would when adding the twist of colors. I added a loop and scaled it back out, with a slight bow. (after the fact) Maybe I should have added loop cuts before twisting it? However I was concerned that by creating a loop, it would then effect the stripes as I twisted them? Not sure… ??? (comments?)
Secondly I was wondering what it takes to make that cylinder transparent a bit to create a light source inside of it as well, as they do on the street in real life?
Here is a pic of the first attempt using Sanctuary’s guidance of Rich’s post.
I will now embark on Ikar and Pesho’s way to see what is preferred. (Pesho your example link is Dead)
I am grateful to you guys for the help! Again, thank you for your detailed responses.
NC
Just selecting those edges/edge loops is not enough:
With those edges selected hit CTRL-E (for the edges special commands menu) and select “Mark Seam”.
Then hit the A-key to select all (because only the selected geometry gets unwrapped in the following step) and then the U-key to unwrap.
CTRL “E” and then using “A” to select all did it. I now am trying to figure on moving my png or texture to align my ends? Is there a trick to that? Also are my end caps correct to be viewable in my UV editor?
Scaling UVs works exactly the same as in the 3D viewports. Only difference is that there is no Z (= depth) axis for scaling. So (after selecting), S->X to scale along the X-axis (= horizontally) and S->Y to scale along the Y-axis (= vertically) etc. Same goes for the other commands: G to move, R to rotate.
Every part of the mesh that was selected before the U command will be unwrapped and will therefore appear in the UV editor - hence the caps. What I did was to scale them very small and move them onto a white stripe to have them colored uniformly.
CTRL “E” and then using “A” to select all did it. I now am trying to figure on moving my png or texture to align my ends? Is there a trick to that? Also are my end caps correct to be viewable in my UV editor?
OK Got it “G” to grab “S” to scale etc… I did move my ends as you did to get the same look. Yet, My model is not lit all the way around when rotating is this a case of normals? IF so how do I fix please? See pic Also when switch to Render cycles all goes back to a solid view even in render. Is this because I need to unwrap in Cycles too?
Lastly is there a way to place a light to the inside to illuminate the pole itself?
OK Got it “G” to grab “S” to scale etc… I did move my ends as you did to get the same look. Yet, My model is not lit all the way around when rotating is this a case of normals? IF so how do I fix please? See pic Also when switch to Render cycles all goes back to a solid view even in render. Is this because I need to unwrap in Cycles too?
Lastly is there a way to place a light to the inside to illuminate the pole itself?
[ATTACH=CONFIG]297132[/ATTACH]
[ATTACH=CONFIG]297133[/ATTACH]
Here it is with Cycles unwrapped. Is there a trick or button to see it “live”? it is so hit and miss whether or not I see a rendered or applied view of any materials…
Wow, quite a lot of questions…
Concerning normals: Hard to say without seeing the .blend file. I assume you already recalculated the normals (Edit Mode -> A to select all -> W and “Remove Doubles” for good measure -> CTRL-N to recalculate the normals)?
Unwrapping sticks to the geometry and is therefore universal for any render engine. Even on exporting that mesh (as .obj, e. g.) the UV unwrap will stick. But materials are not universal among Blender’s two render engines: BI can not read Cycles materials and Cycles not BI ones. Similar effects happen with lights etc. It’s best in most cases to decide for one render engine and then stay in that. So, if you want to render in Cycles, you will have to set up the material nodes anew.
What stops you from placing lights inside the cylinder? You would have to make the cylinder slightly transparent/translucent to see the effect outside.
BTW: There is a nasty “step” in your UVs after the scaling, which will most likely kill the stripe continuity. It would be best if the UVs for the cylinder were perfectly rectangular and all UV polys evenly sized and spaced (horizontally).