I want to make as accurate a model I can of the "Bambi Burster" puppet used during the '91 shoot. There is limited reference available, and the images I have are confusing as to whether certain elements are design or simple puppet wear-and-tear. I'm trying out a method of tool projection (below) to achieve the bio-mech look of the design. This means using the subdiv levels of multiple tools to project form onto a larger mesh. I'll report back on how this method pans out. Please chime in with advice regarding HQ reference sources or technique.
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So using Subtools to preserve curves in this way really works. You can quickly UV these tools and preserve information on them (like the corrugated tubing). There is a lot of projection going on, but I don't know of any other way to model something half "mechanical", half organic like this.
Another progress report and this projecting technique is really schooling me in the mysteries of projection in ZB - what those abstract (!) measurements mean to a mesh scaled to the floor grid. Making macro adjustments of scale and posture mean that you have to transform your projection "sources" accordingly, but its really not that big a deal. Projecting onto these source meshes gives you the freedom to integrate them in areas, having them "disappear" into other forms etc. Perfect for the biomechanoid test subject...