houndstooth fabric

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Lazur
Posts: 4600
Joined: Tue Jun 14, 2016 10:38 am

houndstooth fabric

Postby Lazur » Thu Oct 26, 2017 9:47 am

SVG Image

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brynn
Posts: 10052
Joined: Wed Sep 26, 2007 4:34 pm
Location: western USA
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Re: houndstooth fabric

Postby brynn » Thu Oct 26, 2017 10:38 am

More awesome work!

The point in time when the threads are at maximum width - that image is stunning! Animation is icing on the cake :D

Not sure why threads on 2 sides are finished (rounded) and the other 2 sides are blunt cut? For realism (a section cut out of larger fabric) make threads equal length on the edges. However, I think I find the staggered effect more interesting.

Lazur
Posts: 4600
Joined: Tue Jun 14, 2016 10:38 am

Re: houndstooth fabric

Postby Lazur » Thu Oct 26, 2017 11:16 am

Threads are cut that way because no clipping was set, and for the overlapping one of the base "tile"'s end had to be rounded.

Added the animation just to emphasize these are all strokes and no fills (...all killer no filler?).
For realism cast shadows would be the first step which with this setup would need using clones to mask other clones at least.
It's just the 14th variation... maybe will come back to it sometime.

Like if it was converted to a pattern fill, no clipping would be necessary.


In general was looking for a stylish pattern, rather than a photorealistic one. Aimed for a functional woven fabric instead of all the existing mocked patterns though.

Previous variant was more black&white

Image

which was closer to in nature to a previous variant:

Image

-with this kind of stylization the outlines are cut in half at the edge between dark and light, which may not look the beston a pattern fill.

Then, made a series where either the light or the dark outlines are at the top visually:
Image

Lazur
Posts: 4600
Joined: Tue Jun 14, 2016 10:38 am

Re: houndstooth fabric

Postby Lazur » Sun Oct 29, 2017 9:26 am

Image

Lazur
Posts: 4600
Joined: Tue Jun 14, 2016 10:38 am

Re: houndstooth fabric

Postby Lazur » Sun Oct 29, 2017 11:35 pm

Previous image used cloning of groups -therefore the dropshadows were sort of fixed and hard to adjust.
So made some improvements.
This time the building blocks are groups of clones cliped with clones.
Also corrected a nit-pickingly small rendering issue caused by anti-aliasing you probably did not recognise unless you opened the svg.

Image


Still not the best for further adjustments.
Like, for adding a thread a rope-like structure, it'd take a different kind of aproach.

Getting really out of hand further on. As if the threads are having a "rope-shape", the dropshadows should be only casted on smaller areas which all have a different shape. Thinking loud, they need to be clipped to the shape of the threads.

Lazur
Posts: 4600
Joined: Tue Jun 14, 2016 10:38 am

Re: houndstooth fabric

Postby Lazur » Tue Oct 31, 2017 7:14 am

Ok, so much about realism:

Image

Redrawn almost from scratch, with a completely different structure.
Every object is sorted to several layers and sublayers, as the image is made up like from clones of groups of clones, clipped with other clones.
The thread texture can be changed, and also it can be ofsetted while the overall pattern is still tileable.
Took way too much effort.
Click the image for the svg source.

Lazur
Posts: 4600
Joined: Tue Jun 14, 2016 10:38 am

Re: houndstooth fabric

Postby Lazur » Sun Nov 19, 2017 6:32 am

Made a variant of the base pattern and included it in a pattern fill pack:

Image


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