Hey all!!
Today is a bit more lengthy, but it's still a very very quick technique; unwrapping a fountain!
This is a very quick example of what you can do with this:
Note: The entire scene is comprised of procedural textures, even the fountain and the water's animation
Now, let's get to it:
> In order to unwrap our little fountain (the water spout that is), we insert an open Cylinder mesh, pres NumPad1 to go to front view and unwrap (U) it to Cylinder projection:
> Clean up your unwrap. Usually, in a cylinder's case, like now, it is just stretched beyond the UV unwrapping area, but we want it to be square for maximum effect. You don't need to do it, but I recommend it anyway:
> Add a few loop cuts, because they essentially cute your unwrap in the exact way and so your fountain can be modeled from this cylinder.
> Model it by just starting at the top and start pulling it over until you have a bunt like shell:
> Now you apply your procedural texture, like a cloud texture; squeeze it along the X-axis and animate it along the Y-axis. Don't forget those influencers! They make huge difference; without any of them, it's just be a solid shell.
>
Big Tip: Don't be afraid to map procedural textures according to UV coordinates, like with this project; they do map differently to UV's and it's required for this project, or it will not work. Just
check this post from a few weeks back.
And that's basically how to unwrap a fountain. You can apply this technique with anything round and somewhat of a difficult shape. I've even done an apple this way:
(All procedural textures, except for the books)
And that's all there is to it for this post! The rest is very simple and you can also check out a previous post for
some tips on realism to finish off your scene.
Thank you and I hope this showed you something you didn't know before that you are excited about trying!
Have a great one!
Thank YOU!!!!!