I'm reaching the final stretch in my portfolio model of a steampunk submarine, and need to model a hot air type balloon with a net to go over it and keep it from floating away. I've looked for tutorials on how to do a net but I'm coming up short. At this point, I won't get around to unwrap and texture the project so it is going to be just a high poly model with clay renders, and probably a turntable animation. Has anyone ever modeled a net??? Any help or refs would be great.
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And then apply a Skin Modifier to it to add an actual mesh with clean topology that follows the edges:
You can fin the documentation for it here. If you use something else other than Blender, there's probably something similar in your 3d package. You could also model a section of the net, use an Array Modifier (or your package's equivalent), and align the mesh to a curve.
If you're in Maya, you can do this too, albeit a bit differently.
You could duplicate the mesh, delete all the faces where you won't want the net, then bevel all the edges that are left. Then delete all faces save for the ones which were just created through the bevel. Then extrude those and add support loops where needed.
Should work.
http://cghub.com/scripts/view/79/
it will be a lot of splines, but not really a net. because max cannot handle more than to lines connnecting at one knot.
maybe you could select those edges that are orange in the blender screenshot and chamfer them. then delete the center pieces...