Just recently Greg Zaal made a new tutorial featuring a rope. In fairness I must say, that a rope is fairly complex for such a tiny thing. What’s bothering me the most however is the fact, that I found only applicable textures at CGTexture, which prevent their usage in certain situation due to licensing issues.
Therefore I decided to sit down and create one that will be available under CC public domain (because I’m such a nice guy ).
The variation in the texture disappears. Maybe the difference was too less pronounced to begin with. As I took the texture and made it seamless, this may have caused further disruption.
I would gladly hear your input/opinion on the matter. Do you have suggestions for a better node setup?
I will post a link to the blend files later on.
I followed this tutorial to create the rope. Before twisting the rope, you place your seams on the inside (now this is finally a model that makes for easy decision on seam placement ) and unwrap. I then had to adjust the UVs so they are properly mapped to a square.
The problem that I still have not figured out is, when you apply the array modifier you get ugly seams, even if you have mapped your UVs to fill the whole UV space. Propbably the cleanest solution would be to apply the modifier and do the unwrapping then, which will result in much more work for remapping the UVs.
That’s not the case, as the seams a are located on the inside and the rope twists around the center, which is also the center of the seams, they always stay on the inside.
As you can see this looks a bit weird in shot this close up. But seen as a whole, I think it works, then the seams from the single segments are no longer visible.