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I would like to make a rope for a game object (so it should be fairly low poly). I know how to divide a cylinder into segments (K key with Z key) and form it around a nurbs path.

for my game engine (unity) my textures have to be powers of 2 and square, so 128x128, 1024x1024 etc, so it would not make sense to use a huge texture with just a thin line used. i need to use the same square rope segment texture over and over again on each segment.

I would like to texture map a segment of rope to each segment, I'm still playing with photoshop to produce the perfect tileable, seamless rope fragment texture, but assuming I work that out, do I have to select each segment and use the uv smart project on each one, or is there a quicker way to do the whole lot.

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2 Answers 2

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  1. Create a bezier curve in the shape of your rope.
  2. Create a rope segment with some seamless texture. enter image description here
  3. Make sure that the bezier curve and the rope segment have origin in the same location.
  4. For the rope segment add Array modifier, set length to Fit curve, select your bezier curve and tick Merge so it won't generate vertices doubles.
  5. Add Curve modifier and select your rope segment.
  6. Now you should have something like this: enter image description here
  7. Close the ends of the rope model.
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  • $\begingroup$ thanks but i should have added that my textures have to be powers of 2 and square, so 128x128, 1024x1024 etc, so it would not make sense to use a huge texture with just a thin line used. i need to use the same texture over and over again on each segment. the bit about the making the curved cylinder i already have. $\endgroup$
    – steveh
    Commented Dec 4, 2016 at 14:02
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    $\begingroup$ I would remove the last step. (All though that was the only step that I completed) $\endgroup$
    – 10 Replies
    Commented Dec 4, 2016 at 14:02
  • $\begingroup$ OK, edited, it seems like some fun is not allowed here. $\endgroup$ Commented Dec 4, 2016 at 14:14
  • $\begingroup$ You can enable 'Merge' on the Array modifier so you don't have to remove the doubles manually. $\endgroup$ Commented Dec 4, 2016 at 15:48
  • $\begingroup$ Oh, I didn't know about that feature - thanks, I have edited my answer according to that. $\endgroup$ Commented Dec 4, 2016 at 16:00
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i think my best options is to create a macro to do the selection and uv mapping, then at least each segment is only one hot key https://www.youtube.com/watch?v=zMxkU350SaE i haven't tried it yet, but it looks like a useful thing to use

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