(2020-06-22, 15:22)Willy Tschager Wrote: As this was on my to-do list for many years I would appreciate if you could give us some insight on how you did this AMAZING job.
w.
Credit for the original geometry goes to Philo, of course :-)
I started with a 640dpi scan of the part - the same one I used to create the flat version now on the tracker - cleaned up and with the colours replaced. The cone is (mostly) a series of identical quads, so I added their outlines and centre-lines to the scan:
It was then just a matter of rotating the image so that the segment I needed was vertical, and cropping it out into a texture image. The final tepee consists of 47 textures. It should I think be possible to convert that into vector graphics, but it will take a lot more effort!
The part needs a bit more tweaking - unsurprisingly the images didn't quite line up with each other once projected onto the cone, so a bit of manual adjustment of the images is still required to finish it.
Doing this as texmaps sped things up enormously: the part only took me a morning to do (plus several hours' fiddling when I discovered that the entry flap wasn't in the right place...!).
The colours are Black, Red and Dark Brown from the LDraw palette (more or less, anyway). I'm not convinced the brown is actually dark enough - on the actual part it's so dark it's almost indistinguishable from the black (and indeed BrickLink claims that the edge *is* black). Do we want a new colour (assuming that this gets turned into vector graphics)?
It also occurred: technically, this type of part shouldn't be modelled with the existing colours anyway - it's really a 'material cloth', if we want to add that to the spec. Might allow a renderer to apply a suitable cloth-like texture... :-)
Anyway, I will get the images finished off shortly and on the PT, and then do the other tepee.