Stitching and thread experiments

Another important part of the concept was the idea that the scarf could progressively appear to be stitched as it travelled.

I began researching ways of generating visible threads on the cloth.

I explored Redshift tutorials that used procedural systems to create thread-like surfaces and close-up textile details. This was the tutorial I followed (in spanish):

I completed a full Redshift test and produced an R&D animation since this animation is not compatible with UE since its a native part of redshift. I did try UE but it was collapsing and I wasn’t able to control everything as it should have.

Here are some screenshots from C4D

Redshift render:

This produced visually interesting results, particularly for close-up shots, but it also exposed a major pipeline limitation.

The threads were being interpreted largely through Redshift rather than existing as straightforward animated geometry.

This meant that exporting the effect into Unreal Engine was not simple.

I also explored a hybrid approach using splines together with vertex maps so that the thread system could progressively appear.

This could potentially allow:

  • simple reveal behaviour in wide shots
  • more detailed visible stitching during close-ups

Although this part of the system was not fully solved, it became an important part of understanding the technical boundaries of the project.

This was the attempt con UE5 that was unsuccessful:

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