I'm using maya to make a hammer for a game I'm working on. I have made the low-poly, but I am lost as to how to approach making this high poly handle. I was thinking maybe using curves generated from the edge loops of the handle to make the grooves externally to the handle model and bake it down, but it does not seem like a good approach. Its certainly cumbersome. I tried using maya's shrinkwrap but did not attain the results I was after either.
Thanks for any advice
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https://earthquake.artstation.com/projects/len5V
I'm pretty sure you can do all of that in Maya as well, but I don't have a specific work up for it.
You can also select a vert and chamfer it to create holes.
https://www.youtube.com/watch?v=2JjYBPEWEek
EDIT:
So I had some luck using the bend deformer followed by the shrink wrap deformer, but I am still not quite achieving the desired result. This image shows the plane I deformed with a 360-degree bend, then the handle after I shrink wrapped it. As you can see the indents lost there shape and there is a lot of artifacts. Is there something other than shrink wrap I can use to wrap to the unusual shape of the handle? At this point I am just thinking I should use zbrush, but if I hand paint, the dots will not be perfectly uniform no matter how hard I try.
Even if you hand paint, there are plenty of ways to maintain precision. YOu've got grids, image planes, you can just use a big rectangle as a guide for straight lines, symmetry, radial symmetry, so on.
The other method that comes to mind, particularly if you wanted to do the design on the other handle with the cut in text, would be to make the shape, unwrap it, and either use a tool like ZBrush's Noisemaker or 3D Coat's stencils to make a normal or displacement map. There's also tools that allow you to flatten a model to it's UV shape, bind a mesh to it, and then morph them back to the XYZ shape together, though I don't use Maya so I couldn't tell you how exactly to do that in it.