3D textures applied on an exported .stl mesh. The final result as a .3DM exceeds 1GB.
Grid is hexagons with Dendro->mesh.
The rough leather texture is noise applied on a subdivided tri-mesh.
have you played with reducemesh? you may be able to reduce the hex patterns density a bit.
The pebble texture however, will have to be super dense to keep it’s fidelity.
typically the pebble texture would be done with a mold texture so you would not typically use a digital texture for production.
Thank you for the reply!
I made this texture for 3D printing purposes.
It’s my first time getting a mission like this, so I have tried really hard to reduce the hefty size of the printable result, but still 1GB. Now I guess this is not avoidable.
And you are right, the hex pattern is too dense.
shoe texture.gh (899.6 KB)
Hallo Quan, i am interested in how you did it.
Did you use grasshoppers for the shape and tissue structure?
Or did you create the model with NURBS surfaces and convert a displacement into mesh?
Nice fine stucture!
I didn’t model the shoe. It came as an .STL. The texture was made in Grasshopper. I tried displacement, but I can not eliminate the seam. So I guess in my limited knowledge GH was a better option.
Actually, now I think of it, for this case, I should have done it in Blender. Using Blender’s procedural shading editor, one can do it much easier.
I think many things can be realised better in polygon modelling programmes.
I had started with 3ds Max. It’s been a long time and I haven’t used it anymore.
Blender is a good option.
I have some sketches of shoes that I haven’t modeled. But I will do that in the future.
Structures and materials are important there. Substance painter and designer would also be helpful.
Here is an example of what is necessary to get done using Rhino, 3D textures applied on shoe models in order to use them for 3D printing. Please, notice that many of the 3D textures are applied over several surfaces with G3 continuity.
Pascal and James, help us please!
you have two problems here-
- texture mapping them correctly-
- extracting the displacement maps using extractrendermesh in order to get parts that can print.
Brian’s video here may help with 1.
for 2.
you’ll want to experiment with the render mesh settings to get enough resolution so that these print cleanly. ( you will be dealing with a HUGE render mesh)
fwiw, unless you are running a crusher machine, you may not be able to get enough polygons before you run out of RAM to get this level of detail.
This type of job is actually best done in a product like zbrush or 3d coat as opposed to fighting with a huge model in Rhino.
Thank you Kyle. Yes, you are right.
However, even though our minds tell us to use another piece of software, our hearts keep attracting us to keep looking at our first love: Rhino!
Finally, If you know about any Grasshopper plugin that can help with this kind of job, please, share it.