Adding onto the previous prop models post, creating the final model for the carpet was an interesting challenge for me. Since we had not covered hair particles in our lectures yet, I decided on a more solid modelling approach to the carpet fibres to give our animation a more cartoonish impression. My resulting idea was to use bezier curves to create a spiral shaped mesh with cylinders on top to resemble bristles. Below is the resulting shape that I had created. 

I had then copied and pasted this model onto a base cube shape to create the carpet, and whilst it looked good, the resulting polygon was incredibly high, to the point that it would be too difficult to work with or load on weaker hardware. I had removed some of the carpet fibres and removed the outside bristles to reduce the count, however it wasn’t enough. 

It was then that I had come up with an idea to reduce the count, I had selected the fibres on the inner part of the carpet, and then Un-Subdivided them to reduce their polygon counts by a significant amount. The reason I selected the inside ones was that they were the ones least visible on the model, hence their lower polygon counts would be much less visible to viewers, which was easier as the use of colour further hid the difference between them.

As a result, this method has made it possible for this model to be used in the final animation. below are screenshots of the Un-Subdivided carpet in the Solid Viewport and the Material Preview, showing the affected carpet fibres and the difference made by the use of colour.

Below are screenshots of the original carpet’s and the Un-Subdivided carpet’s separate polygon counts to show the improvement Un-Subdividing made on them.

Original:    Un-Subdivided:

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