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I’m new to Blender and have decided to design some basic objects, such as vases. For that I use the screw modifier.

I want these vases to have a texture on the outside. In this case a ribbed texture similar to the image below.

Honestly… I really have no idea where to start looking. Can anybody point me in the right direction?

enter image description here

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    $\begingroup$ What have you tried so far? Are you familiar with texturing, unwrapping, normal maps? $\endgroup$
    – Carlo
    Sep 14, 2021 at 22:11
  • $\begingroup$ Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. $\endgroup$
    – Community Bot
    Sep 14, 2021 at 22:18
  • $\begingroup$ You can either model all these stripes for real or fake them with height map or bump map, which will make your object much lighter, you first need to choose which solution you want $\endgroup$
    – moonboots
    Sep 15, 2021 at 13:15

1 Answer 1

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You can "model" these ribbons with a Displacement modifier and a wave texture.

1. Prepare the model

Start with a low poly vase. If you're happy with the shape, make a backup copy. Then add and apply a Soldify modifier. This way you can select the outer faces where you want to place the ribbons. Select the faces and add them to a vertex group:

model of the vase

2. Create the Displacement Image

The ribbons are created by a black and white image. You can create one with Gimp/Photoshop or just bake it in Blender.

To bake it, use the Wave Texture node, set up the mapping to rotate and scale it. Then bake the image as Emit type through an Emission node. The Color Ramp node has an extra color stop in the middle with a#808080 grey value to get a smooth transition from black to white:

baking wave texture

3. Create the Ribbons With a Displacement Modifier

Add a Subdivision Surface modifier to the model. The first Subdivision Surface modifier (level 2) in the example is just to smooth the very low-poly base mesh. The level 4 Subdivision Surface modifier is used to create a lot of vertices (~450,000) for the Displacement modifier. A MultiRes modifier should work, too.

To get the ribbons finally, add a Displacement modifier, create a texture and use the create image for it. Lower the Strength, and set the Coordinates to UV, and set the vertex group. Now you can scale and rotate the ribbons in the UV Editor as you like.

displacement setup

4. Bake a Normal Map For Low-Poly Version

The creation of a low-poly version is easy because you already have it. Just duplicate the model and remove the level 4 Subdivision Surface modifier. Then UV Unwrap the low-poly model (important) and bake the normal map (Selected to Active). Of course, if you used a MultiRes modifier, bake it first, then remove it.

Result

On the left is the high-poly version (~450k verts). On the right is the low-poly version (~1,800 verts). Base mesh without Subdivision Surface modifiers has 118 verts.

high and low-poly versions

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  • $\begingroup$ Amazing! I don't know how to thank you. I am new to the world of Blender, and thanks to your explanation I have not only achieved my goal, but discovered many new possibilities within Blender. Thanks for the great information! $\endgroup$
    – Jason
    Sep 16, 2021 at 10:23
  • $\begingroup$ Hey Blunder, your answer helped me out a bunch about 2,5 years ago. Today I've asked a question that is pretty similar to this, but slightly different. Perhaps you have a solution to this question as well? blender.stackexchange.com/questions/316347/… $\endgroup$
    – Jason
    Apr 11 at 16:24

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