Stripe modeling workflow is interesting with it's stucture. It was designed to have the most "flow condition" tension. Just like in games, that have a nice gameplay, during stripe modeling there are almost no questions about "what should I do next" - you always know next step.
It was borne from retopology process, and come to modeling one. Here are two text video tutorials, showing two types of objects that can be handled with stripe modeling workflow - Complex organic inlay and Wicker/rattan sofa models.
Thank you. Now I just need to watch it slowed down.
I've tried to make it as slow as possible this time, however, youtube can slow playback even more.
Sorry, yes, that's what I meant. I need to match your keystrokes with the modelling (for example, I forget to use RR).
I like your defining the centre as the second step. It feels bold, a declaration of intent to finish, whereas I have, with similar projects so far, fiddled around defining edge loops for, say, petals, and then given up as the whole thing is taking too long.
And, thanks for replying.
A bit more info about pattern tessellation placement would be nice.
Ok, here is it
Can you make a quick tutorial showing all the hotkeys you use for your process.. loops, extrude, etc etc
G.E.R.S. key for grab/extrude/rotate/scale, F to create faces (extended with F2 addon), alt+LMB on edge to select it's loop, ctrl+LMB to select shotest path from edges between two verts.
Ctrl+Shift or Alt+Shift to add selection to current selection.
That's pretty much it.