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So, how would one go about making greebles like this? Would it
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So, how would one go about making greebles like this? Would it just be manual extruding of a tube, or is there some more efficient way to go about it? Currently using Blender 3D because it's GOAT.
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>>507280
there,s a reason why you never see people make this kind of shit
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>>507281
...And that reason is?
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>>507283
UV's
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Textures for most of it. Maybe model to large tubes.
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>>507283
It's really not fun
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>>507280
Your best approach is thinking of it in terms of modularity. You need just a small set of bends, straights and connections to be able to joint together a complex pipe network.
This way everything is already UV's on the level of modularity and you circumvent what this noob >>507286 is talking about.

Like If you're gonna do sprawling city streets, you's make intersections T-junctions and straights and so on.
Also whatever you do not attempt to make a actual replica of what you see there. That's not what greebles is about.
Making something covered in pipe and shit is very easy, making something covered in the exact same pipe and shit as something else is super hard and will make you hate life.
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David Lesperance has a tutorial on Gumroad where he models a jet engine with all sorts of cables and pipes and stuff. Might be worth checking out. It's for max, but the concepts shouldn't be too hard to carry over.

https://gumroad.com/metalman123456123
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i am going to have a try at this to try to help you, OP.
since this is the slowest board on 4chan, the thread should still be up long enough for some progress to be made.
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.exr displacement map and rendering in Renderman
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>>507925
here,
see the following pictures
first make a cone and divide it loads, and trace the shapes of the wires you want to make,press p to separate
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>>507925
then convert to curve
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>>508036
subdivide and smooth as necessary
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>>508036
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>>507947

https://youtu.be/GjsV5pCSgeE?t=1767
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http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements
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if you're into programming, that might be a good task for a generator algorithm.
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>>508073
Ugh. Are they're really no tutorials blenderman under half a year old?
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>>507293
Unless you're me and the thing you love most is modeling shit with tons of parts and details.
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>>507280

If you use Cinema 4D, splines with sweep modifiers will work wonders for making these kinds of crazy tubes and shit.
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