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Modeling approach for conformed objects or other weird surfaces?

polycounter lvl 10
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SuperFranky polycounter lvl 10
Hey guys, I really need some help this time :poly122: .

In 3ds max modeling there was always a problem for me that I've never found a solution for. Basically, I have trouble with positioning objects on or editing surfaces that aren't planar or they are conformed to other surfaces, like a body.

For example, I'm trying to model an asset of this:
pF3DC6Y.jpg

I started modeling it with freeform tools right on the body mesh and that's what I have now:
tnhwwtA.png
QieYO7F.png
ywFdTUJ.png

I modeled the accessories separately like this:
AQUGHto.png

I needed to position a few objects on this pad and that was a real pain in the neck. Properly positioning these accessories manually took me entirely too much time and it still doesn't look very precise. And if I need to adjust a strap or something, it's very painful to deal with the camera and moving vertices to where I need them to be.

As of the pad mesh itself, sometimes it was pretty difficult to edit the mesh when it's created like that and has all sorts of weird angles to it.
This asset is nowhere near complete and still it took me a few hours to do even that, all because I was battling with navigation and controls and whatever else.

I would really love to know if I do something wrong and there is a better way to do stuff like that.

Replies

  • Reventius
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    Reventius polycounter lvl 9
    I would try modeling out some of the various pieces flat and off to the side, making a reference clone of them, and then applying a path deform modifier. This way you'll be able to adjust the model off to the side and it will update the mesh that's deforming to your character. You'll also be able to adjust the verticies on the spline to get it to conform perfectly to your character as you change things around.
  • SuperFranky
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    SuperFranky polycounter lvl 10
    Reventius wrote: »
    I would try modeling out some of the various pieces flat and off to the side, making a reference clone of them, and then applying a path deform modifier. This way you'll be able to adjust the model off to the side and it will update the mesh that's deforming to your character. You'll also be able to adjust the verticies on the spline to get it to conform perfectly to your character as you change things around.
    This is an interesting approach. I'll give it a shot, thanks :)
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