Reference from Day 1

Reference from Day 1

More reference from Day 9

More reference from Day 9

Making Our Textures Work On Our Mesh

So making those textures is fun and all, but if we try to put it on our thread mesh, it looks all jank!

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After a bit of searching, I’m imagining that I’ll have to use procedural UV unwrapping in geonodes.

After a few handy tutorials, and a helpful UV Grid, I was able to use attributes to pass the generated UVs over to the texture information. Below is what happens if I mark everything as a seam.

uv_map_reference.jpg

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Trippy. But this isn’t quite right. We want one long seam marked on the underside of the mesh.

Using a bunch, and I mean a bunch of math (which I will spare you, but emphasize did not spare me), we manage to get a node group that looks like this!

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For visibility, here’s what the mesh looks like when those edges are deleted.

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And here’s what it looks like now!

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Much better!

Combining Our Procedural Textures

First, let’s put our high-contrast noise through a color-ramp. This will color it like in the show!

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Multiplied together with the crossweave material, we get this!