I am trying to make a robot model. im have created the model however I need to make the body look like its a cubulation of wires. this is the texture that I want my model to be similar too

enter image description here

this is the model that I am making. since for me it would be to hard to turn it into wires as a modeling standpoint. since there would be too much stuff and im making this for animation/ gameplay I need a kind of 3d texture in order to make it look real and looks good. enter image description here

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    $\begingroup$ so do u mean that u want small wire like mesh projections from the model without modeling it , its called microdisplacement $\endgroup$ Commented Jan 9, 2021 at 13:54
  • $\begingroup$ you can unwrap your mesh and give it a texture of wire, you'll just need to create a normal maps from the texture so that it looks 3D $\endgroup$
    – moonboots
    Commented Jan 9, 2021 at 14:00
  • $\begingroup$ @SHikhaMittal can you explain what you mean an how it works? $\endgroup$
    – JustImpact
    Commented Jan 9, 2021 at 14:22

1 Answer 1


So the eventual answere to your problem is microdisplacements

It is a concept that if you have enough uniform geometry in your mesh , you can displace you mesh in different directions to form some interesting patters or designs , to use it , you can

Add a plane and subdive to get upto 10k faces

Add a displace modifier and select add texture

In the texture tab (bellow materials tab)

open your added texture(in modifier) and change it from image to cloud(for example)

Now your mesh has alot of bumps nd valleys , this is a simple example of micro displacements

Ususally this displacement is controlled by a image texture (in this case the cloud texture is a procedurally produced image texture) where darker areas result in deeper displacement and lighter result in higher

In your case a displacement map of wires can help , wher u can find , that can be solved by u

For more detailed informstion visit https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/displace.html


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