I was wondering if there was a way to recreate this sort of texture on a cylinder. I don't know if it's an actual texture or an actual surface.

enter image description here

enter image description here

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    $\begingroup$ Regarding "I don't know if it's an actual texture or an actual surface", I don't think there is such a thing as an "actual texture". Textures are used to approximate details on a surface when modeling them manually would be impractical (e.g. modeling detailed 3D cracks and bumps into a model meant to be used in a real-time application, such as a game). Whether or not you use a 2D texture or 3D geometry to represent something is up to you and at what point you want to start using tricks to fake more detail. $\endgroup$ – gandalf3 Mar 8 '15 at 20:49
  • $\begingroup$ It's called 'knurling', there are several tutorials if you google for 'blender knurling', e.g. blendabi.wordpress.com/2009/07/27/knurling . $\endgroup$ – Pete Kirkham Mar 8 '15 at 22:11

Another way to do this : Select the faces around your cylinder
basic cylinder
Add loopcuts (Ctrl+R, mousewheel) to make square faces
cut cylinder
In Object mode (Tab) add a decimate modifier on unsubdivide with 1 iteration and apply it
In Edit mode (Tab) select your faces, then inset with i and i again for individual faces
Use Ctrl while inseting to give some thickness or extrude individual faces with Alt+E
You're done!

  • $\begingroup$ cool shortcut, is there also a way to scale it down along the x axis to get the diamond shape? $\endgroup$ – stacker Mar 8 '15 at 22:03
  • $\begingroup$ scaling the final object in Z should do, or playing with the base faces shape. $\endgroup$ – Bithur Mar 8 '15 at 22:10
  • $\begingroup$ @Bithur when I select all the faces on the cylinder to inset it, it doesn't seem to inset just the faces itself rather it insets the whole cylinder. Is there a special way in doing this? $\endgroup$ – William Turner Mar 8 '15 at 22:30
  • $\begingroup$ use "i" while in inset mode to use "individual faces" $\endgroup$ – Bithur Mar 8 '15 at 22:31
  • $\begingroup$ @bither Perfect! $\endgroup$ – William Turner Mar 8 '15 at 22:39

You can do it both ways by model or faking the geometry by using a texture.

Starting with a plane extrude two edges so that you get a model like:

enter image description here

Add two Array Modifiers to create a grid:

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Apply the modifiers and cut out the part you want to use, then scale it so that the tiles get the diamond shape. I've also selected the faces (by similar area) and beveled them Ctrl-B:

enter image description here

Add again an Array modifier and a Curve modifier:

enter image description here

Now you can decide to use it as geometry or bake it to a texture.

  • $\begingroup$ This is perfect thank you! Just one more question, how would I make those edges flat so it's not so pointy where it ends? $\endgroup$ – William Turner Mar 8 '15 at 16:22
  • $\begingroup$ @WilliamTurner with a seam /\/\/\ selected press S-Z-0 then it will be flattened ------. Or use the knife tool K and cut the pointy ends away. $\endgroup$ – stacker Mar 8 '15 at 16:33
  • $\begingroup$ Oh ok sounds good, but could you go in a little more detail on the array modifier step? It seems like when I use it, it only repeats itself on one axis and gets longer when I add another one in the same direction. $\endgroup$ – William Turner Mar 8 '15 at 16:41
  • $\begingroup$ @WilliamTurner you would need two array modifiers for two directions in the 2nd image you can see that there is another one. 1st with x offset and 2nd with y-offset. $\endgroup$ – stacker Mar 8 '15 at 16:48
  • $\begingroup$ Sorry for my incompetence haha seems like I'm getting stuck at every step. Just past the array modifier step and I got stuck at the part where you state to cut out the part you want to use then scale it to get the diamond shape $\endgroup$ – William Turner Mar 8 '15 at 16:59

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