Part of my job is to model Air-Supported Structures (Domes), the turn around on these projects is pretty fast, within a few days or so for more general asks like a soccer field or warehouse inside. The dome model I'm currently working with is easy to scale, boolean and clean up I'd like a more detailed version of the dome where it really feels inflated against the cables.
My typical workflow is Maya > Substance Painter > Unreal and I've tried using some simulation stuff in Maya but I've only received terrible results. The original model made with the cables has a perpendicular (lat/long) pattern which doesn't correctly represent our product which features either a geodesic pattern or a "thin diamond" pattern depending on the set up.
Old dome model:
Real Life Reference:
I've been pondering, should I sculpt this in Blender or Z-Brush first instead of trying to simulate it? Does Houdini have something that can assist me, especially if I have to change the dimensions of these constantly? If I didn't have to make close up shots and video, I would just fake in Substance Painter.
Replies
I could definitely give height maps a try! I did use a combo of height maps and normals on the inside which has a different pattern that was easy to nail town. Any thoughts on laying the cables afterwards? I feel like turning nurbs into cylinders in maya? That might be my best best once I have this figured the inflation part. I definitely want to see it pretty flush.