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Is there any good solution to create new geometry based on reference mesh? For example if you have a cylinder and you want to model something to it's surface - how do i do that? I could just move verts a lot or unfold the mesh and later fold it back but that's not what i want. I want just that die verts i move are snapping to the underlaying surface.
Replies
to build something to 'fold' onto a curved mesh, build retopo surface, then unwrap the UV, use uvtools/channel info to convert UVs to poly verts on a clone, make a morph target, build your gubbins on the flat version, use skinwrap and when done morph it back to the curved shape and the gubbins should follow nicely.
Good luck!
http://www.polycount.com/forum/showpost.php?p=1126801&postcount=163
Can be found in this thread:
http://www.polycount.com/forum/showthread.php?t=68788&page=7
http://www.scriptspot.com/3ds-max/scripts/max-retopo
[ame]
works just awesome
Topogun kicks ass too. http://www.topogun.com/
I think someone mentioned in previous threads like this using 3D-Coat to do something similar.
I know its probably to do with physics and performance overheads, but you would think, by now we would have some decent proxy, sim so you can have objects appear to be solid to one another. Instead of the nonsense of snapping and lining things up by eye.
W0rD!
dunno topogun always felt sluggish and ugly to me, bought that and polyboost and 3dcoat and so far 3d coat is imho the best solution
I guess it's all about what feels and works best for you. Personally, I havent had any problems with lags just yet. I just use it with decimation master and it's worked out great.